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:
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Supported Development Platforms: Unreal Engine 4.26, 4.27, 5.0(no longer updated 4.21, 4.22, 4.23, 4.24, 4.25)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:
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.
As of 01/09/25: Versions for UE 4 are no longer updated, if you encounter any issues please let me know and I’ll help you solve them as soon as possible!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着色器后处理材料 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.
截至01/09/25: UE4的版本不再更新,如果您遇到任何问题,请告诉我,我会尽快帮您解决!
无 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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