So since I have two threads for this running, I’ll devote this thread solely to help and updates and the other thread to screenshots and PR.
Anyway, I’ve just branched the git project into two new branches: 4_5 and 4_4. These are the engine versions that each branch is compatible with. The branches are currently identical but I’ll rebuild the project for UE 4.4 in about 8 hours.
The reason for this is you can’t migrate 4.5 material assets into 4.4 projects, or at least you can’t migrate the master celshader material. This means that UE 4.4 projects have been left behind for the last week and we can’t be having that.
If you’re using UE 4.5, 4_5 will be a clone of master. I’m going to have a go at building the latest pre-release version of UE from source as well and if this is successful I’ll create a new branch for that release. Master will always match the current stable release of Unreal Engine.
Sorry for bumping this thread. I am currently working on some concepts in UE4.61. I have added your cel shading project from and it works great. However, when I try to run this on an Android mobile phone (Samsung Galaxy S5) I see no kind of shading effect…
Now, I am very new to UE4 and am still learning, but I was wondering if there was something simple I was missing? Hopefully, it’s just a setting I need to alter, then I can buy the full version of the shader for use in my games,
On mobile there are -no- custom post-processing blendables. You get a handful of default effects and that’s it! The cel shader works using a post-processing blendable so unfortunately going mobile disables it completely.
I asked the Epic devs about this during Thursday’s Twitch stream and they said it’s something they’d like to address in a later Twitch session so I’m guessing that it’s a while off. It can’t be that far though as modern mobile devices are powerful enough to handle another rendering pass.
In the meantime I’m looking into adding some assets to the paid version to allow for a form of mobile cel shading. I’ll update the thread with more info on this once I’ve made some progress.
Excellent, thank you for replying. Hopefully they we may get post-processing blendables on mobile eventually then I can start using your cel shader in anger, I can still play about with it on windows for now though,
I did just download the test pack from your to check it out, however using the anime shader doesn’t come near your screenshot in the initial post ;/ Could that be because of the big version gap from 4.5 to 4.9 or have you changed the shader since then?
Just curious and thinkink of buying the pack! Great work whatsoever!
The original screenshots are from a version similar to the one on , but the old version is very out of date. Since then certain things have been vastly improved, such as depth handling and noise reduction, plus a bunch of new features that are now core to most of the presets. I did have a go at updating it but 's commit size limit was a problem, so it’ll probably have to continue to be a prototype.
The current marketplace version can be made to look smoother than what you have above, let me know if you have any specific questions about it!
Hi there, I hate to dredge up an old thread but I can’t seem to get your cel blendables to work with my particle system. It’s a mesh based particle, outside of cascade it’s blended but inside a particle system no blending. Is there a setting to enable this or is it not supported in UE4?
Are your particles using translucency? You can adjust how much cel shading passes through translucent surfaces from behind but that’s it I’m afraid - if you want to cel shade translucent items themselves you need to switch to masked output.
Thanks so much, I was using transluscent materials. I have now banned them from my project. It’s looking much better now thanks! Especially the collisions
Though lots of work still to go. The stars which are an additive material seem to swallow up the particle lines. Lots of settings to play with now. Thanks!
Thanks, yep it’s a vive. Soo much fun. Hard to stop playing when testing now that I have the initial weapon working. I just hope my technical skills can live up to what I want this game to be.