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Home RESOURSE Unreal Engine 4 Asset UE-Decal

[FXGEAR] – Cel Toon Outline Post Process Material v4.26

Truong Bui by Truong Bui
03/10/2021
in RESOURSE, UE-Decal, Unreal Engine 4 Asset
Reading Time: 3 mins read
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cel-toon-outline-post-process-material-v4-26

Cel Toon Outline Post Process Material v4.26

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Cel Toon Outline Post Process Material – free download Unreal Engine asset

Transform any scene to a cel toon shader style with outlines and cel color transition. For Windows PC.

Features:

Cel shading: able to choose between 2 or 3 shade transitions with customizable dark and light colors.

Outline: normal and depth outline. Color, thickness, and distance fading are customizable.

Ambient Occlusion: with customizable intensity.

Flexibility:

The post processing nature of the material makes it applicable and tweak-able for any project. Just create your postProcess volume and apply your material instance to it.

Easy and intuitive to use:

Create your material instance, tweak a few parameters, and get an infinite amount of cel toon postProcess shader styles.

Intuitive parameters’ names:

No technical names, a parameter name tells exactly what a parameter does.

If the name is not enough, some parameters have descriptions, just hover over your parameter.

Performance:

Base pass shader without light map: 33 instructions

Base pass vertex shader: 44 instructions
Technical Details

Features:

PostProcess Material
Cel Shading Effect
Outline Effect
PostProcess effects’ intensity is customizable

Base Materials: 7

Material Instances: 33

Material Functions: 4

Number of Textures: 0

Supported Development Platforms:

Windows: Yes and tested

Mac: Yes but not tested

Asset version: 4.26

Today’s post will briefly show how to create a simple cel (or toon) shading post process material in Unreal Engine. This effect is rather simple to create, and yet it is very popular as it creates a more cartoony look of the scene.

Idea
Idea of the cel shading is to reduce number of shades in the image to a certain (developer) given number. We can do this by increasing range of the colors (default RGB values in [0;1]) to number of shades we need (with 5 shades, RGB values range is [0;5]).

This allows us to sample, which shade level current pixel should fall into by dividing extended range by number of shades, e.g.:

More: resourse

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