I was wondering if there is any news or any info really on Epic’s plans/views/status concerning’s toon shading model PR ?
Arnage’s shading model gained some extra attention recently on Epic’s Livestream HERE
Unfortunately, it was misunderstood and presented as a plugin and not as a pull request.
Any info would be greatly appreciated.
P.S
To Community,
If you’d like to help’s PR get attention, please leave a comment in the PR’s comment section and/or here
was brought up in the Community Stream a week or two ago, it’s getting a lot of attention already but it takes a very long time for Pull Requests to go through, as engine staff have to validate it. It’s a lot easier to validate code you’ve written yourself
I’m sure it will make it in. However, I’m fairly certain that made a plug-in version of if you don’t want to download engine source code and merge PR yourself.
I’m fairly sure that Arnages one linked above is not Post Process, it’s a per-material shading model so should work just fine on Mobile. I imagine that’s primarily what it’s targeting anyway.
Hey! Great to see all the enthusiasm for the pull. It normally takes a little bit for us to fully pull something (gotta make sure to test it first), but I have a good feeling about one
Oh Ink Shader, you mean edge detection? Unfortunately edge detection relies on screen-space post processing, so that’s the only way to achieve it. Never experimented with anything else personally.
Nope. There is no plugin version and no plans for a plugin version due quite a few complexities with Epic’s implementation of shading models.
For those who want to use it now though; Nate did provide 4.9 and 4.10 versions for users to use the shading model on stable releases.
*( in’s thread I linked at the top)
If you’re looking for sobel/outlines/edge detection shading model does not do that.
The Japanese developer is using the shading model with their own implementation(they provided links) of sobel/edge dection for the outlines.
Yeah, unfortunately for now all edge detection in unreal is solely through post-process.
@Arnage: I am aware of technique However, a shader should be doing it (copy, flip normals, offset, color with whatever color you need, etc.). It doesn’t have much overhead, but doing it via shader allows more freedom - you can tweak “thickness” of the outline on runtime, add noise to it to make ink thickness vary, etc. There is such ink shader for Unity ( Unity Asset Store - The Best Assets for Game Making ) - really flexible and yields high performance on mobile platforms.
Necro’ing like a baws.
tried out ages ago and it is amazing, would be great to see it in the official engine so I don’t have to mess around with source code.