So I’ve been bouncing my Cel Shader off of several keen forum-goers for a couple of months now and it’s reached a point where I’d like to share it with a wider audience.
I may have botched my write-up slightly and failed to mention that the pack contains a cel shader with over 40 shader controls, 6 shader presets and landscape and water shaders suitable for use with the cel shader. I even built a sample level. To begin using it is easy - just add a post-process volume and assign a cel shader preset. You’re done.
This release contains many improvements that the previously shared development version of my cel shader doesn’t contain. The original version will be left up on GitHub as a standalone post-process effect tutorial free for anyone to download, but if you want the real goods the marketplace edition is where it’s at. Epic has also assured me that I can continue to release updates to the cel shader as I come up with new ideas and there’s a few things I’m quite excited to implement further down the track as Unreal Engine itself continues to add features.
The cel shader runs well in benchmarks and offers real-world performance at up to WQHD (2560 x 1440) resolutions with a mid-range video card. High end cards are more than capable of displaying the cel shader at full framerate in 4K (3840 x 2160) resolutions.
My goal is to provide a cel shader capable of creating world-class, real-time artistic graphics normally associated with graphic novels and anime reminiscent of Jean Giraud and Studio Ghibli. This release marks some significant advancement towards production readiness.
I’m debating putting up a small help website with screenshots showing what each control does. What do you guys think? Would you use a resource like that or do you prefer to come to the forums for help specific to issues you’re dealing with at the time?
Features still to come as engine support arrives:
- Switched branches in the post-process blendable
- Fast Fourier Transformations for even faster edge detection
Documentation for using the shader can be found here: http://skull.co.nz/cel-shader-introduction/
In case you’ve forgotten what it looks like, here’s some shots of the sample content:
Here’s a couple of the other shaders:
And finally, a snapshot of the cel shader settings: