Features:

  • Two-tone/Multi-tone (up to 5) Cel Shading
  • Optional Detail Lighting (for roughness/normal maps)
  • Adjustable Shade Tinting
  • Adjustable Shading Transitions
  • Optional Texture Slot (for crosshatching/brush stroke/etc. effects on dark shades)
  • Toggleable Depth and Normal Outlines with Variable Color and Thickness
  • Optional Emissive Pass through with Adjustable Threshold and Multiplier
  • Optional AO Shadowing
  • Custom Depth Masking support
  • Camera Relative Shading with option to blend with Scene Lighting
  • Improved Outlining methods
  • NEW—-
  • V3 Post Process Material utilizing the most popular aspects of both previous versions and new techniques.

Documentation link:

Right Here!

Video Overview coming soon.

(Note on Metallics: Due to the nature of Metallics in UE4’s PBR environment, metals in low light scenes may appear black or near-black, to increase visibility it is recommended to have “Scene Lighting?” turned ON)

(Note on Translucency: Depending on your needs, you may need to change the Post-Process “Blendable Location” to “Before Translucency”)

Number of Materials: 3 + 4 instances each

Supported Development Platforms: Unreal Engine 4.26, 4.27, 5.0(no longer updated 4.21, 4.22, 4.23, 4.24, 4.25)

Supported Target Build Platforms: Windows 64-bit, and platforms that support Deferred Rendering

特征:

  • 双色调/多色调(最多5个)Cel阴影
  • 可选细节照明(用于粗糙度/法线贴图)
  • 可调节阴影着色
  • 可调整阴影过渡
  • 可选纹理槽(用于交叉/画笔描边/等) 对深色调的影响)
  • 可切换的深度和普通轮廓,颜色和厚度可变
  • 可选的发射通过可调阈值和乘数
  • 可选AO阴影
  • 自定义深度掩蔽支持
  • 相机相对阴影,可选择与场景照明混合
  • 改进的概述方法
  • 新的—-
  • V3后期处理材料利用了以前版本和新技术中最流行的方面。

文档链接:

就在这里!

视频概述即将推出。

(注 金属学:由于Ue4的PBR环境中金属的性质,弱光场景中的金属可能会呈现黑色或近黑色,为了增加可见度,建议使用”场景照明?”开启)

(注 半透明性,半透明性:根据您的需要,您可能需要将后处理”Blendable Location”更改为”半透明之前”)

材料数量:每个3+4个实例

支持的开发平台:虚幻引擎4.26、4.27、5.0(不再更新4.21, 4.22, 4.23, 4.24, 4.25)

支持的目标构建平台:Windows64位和支持延迟渲染的平台










This is a Cel/Toon Shader Post-Process Material designed to affordably suit the broadest assortment of scenes, assets, environments, and styles possible.

I am happy to receive feature requests for anything not included or supported, I want this product to be as useful and helpful as possible.

Documentation: https://docs.google.com/document/d/1W4zOYGGaPbTnZxRDsPsu7N2e5vNT_BzB5Vs-YMw2ja8/edit?usp=sharing

This shader supports all “Default Lit” materials including those using Emissive maps, Metallic maps, and Translucency. “Deferred Rendering” is supported, but “Forward Rendering” is NOT.

December 6th, 2020 Update: I have added a new “V3” material to this product that is intended to combine all of the best features from the previous two versions, as well as an updated outlining technique and some render pipeline improvements to raise the over-all quality of the visuals. The V3 is only available for UE4.24 and up. Versions for UE 4.23 and earlier are now deprecated.

As of 5/23/2022: There is now a version for UE 5.0.1, this version should also be compatible with the current and future builds of UE5. Versions for UE 4.25 and earlier are now deprecated.

As of 10/01/24: This shader still functions in UE5, if you encounter any issues please let me know and I’ll solve them as soon as possible!

None of the models used in the preview images are included in this product. All of the environmental assets (except for the glowing battery made by George Hager and the UE4 mannequin) can be found in the “Sci-Fi Kitbash Level Builder” asset pack by Denys Rutkovskyi.

这是一个 Cel/Toon着色器后处理材质 设计以负担得起的方式适合最广泛的场景,资产,环境和风格可能。

我很高兴收到任何不包括或支持的功能请求,我希望这个产品尽可能有用和有用。

文件: https://docs.google.com/document/d/1W4zOYGGaPbTnZxRDsPsu7N2e5vNT_BzB5Vs-YMw2ja8/edit?usp=sharing

此着色器支持所有”默认点亮“材料,包括那些使用 发射,发射 地图, 金属的 地图,以及 半透明性,半透明性. “延迟渲染“被支持,但是”正向渲染“是 不是.

2020年12月6日更新:我为这个产品添加了一个新的”V3″材质,旨在结合前两个版本的所有最佳功能,以及更新的概述技术和一些渲染管道改进,以提高视觉效果的总体质量。 V3仅适用于UE4.24及更高版本。 UE4.23及更早版本现已弃用。

截至2022年5月23日: 现在有一个针对UE5.0.1的版本,该版本还应该与UE5的当前和未来构建兼容。 UE4.25及更早版本现已弃用。

截至10/01/24: 这个着色器仍然在UE5中起作用,如果您遇到任何问题,请告诉我,我会尽快解决它们!

在预览图像中使用的模型都包含在这个产品中。 所有环境资产(除了George Hager制造的发光电池和UE4人体模型)都可以在Denys Rutkovskyi的”科幻Kitbash Level Builder”资产包中找到。

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