Advanced Cel Shader Pack

Hiya! If you were using an older version of the shader and then upgraded when you migrated to 4.11 then yes, the algorithm changed slightly. Or you may be experiencing a bug. Are you able to send me a copy of your uasset present file and perhaps a screenshot of something that should be drawing lines but isn’t? My email address is @skull.co.nz. Thanks!

Thank you for your concern, but the issue really cleared up by adjusting the Cel Detail Contrast and Cel Detail Power. My value of -0.5 in Contrast happened to be one that makes detail unexistent, but setting the values new sorted the problem and the look is backto what I want. :slight_smile:
7785059115afeb78f838fc30ac857b84354d99ca.jpeg

Excellent :slight_smile: That’s an exceptionally nice screenshot as well, thank you for sharing!

I know this is a tough question to answer in a general sense, but how resource-intensive is this? I’m working on a project that’s specced towards lower end PCs (think hardware that was new 4-6 years ago), and right now we have an exceptionally small GPU & CPU footprint. Is this something I could tweak and tailor to run performantly, or would I be taking a big hit just to enable it?

Edited to add: I also just noticed that the marketplace lists this as compatible with 4.9-4.11… are there any plans to add compatibility with 4.12?

Not a hard question at all: on last-gen hardware (such as a GTX 770) it accounts for about 10% of the GPU load. On a GTX 980 or newer much less.

Some effects such as watercolour can increase that load significantly depending on how you use it, but it should run fine with max settings on current gen hardware (such as a GTX 1070 or 1080). I don’t have mine yet though so that’s an estimate.

So with all that said when I began this project in 2009 it was running on a 8800GT. You have the usual resolution expectations (such as 720p) and you’d want to turn some of the settings off to improve performance, but other than that it was fine. It should run well on what we consider low end hardware now but you’ll need to limit the settings and resolution you use (cel shader or not).

It’s fully compatible with 4.12, the version it says it supports just tracks to when I released the last update.

Thanks for the quick and comprehensive reply! I’m definitely going to grab it this afternoon and play around with it :slight_smile:

No problem, let me know if you have any questions. :slight_smile:

Man, you weren’t kidding when you said it runs well… the GPU bump was tiny, I wouldn’t even notice the overhead if I hadn’t done a bunch of stat dumps before and after, then gone over them with a fine-toothed comb :slight_smile:

That’s awesome, best kind of feedback to get. Thank you :slight_smile:

There’s a control for that. Check under the “master” option group in the preset for falloff/fade out values. One of the reasons it has this is you might want detail shading up close but only outline shading far away.

Big update!

  • Fixed two bugs in 4.13, one of them an editor crash.
  • Mobile cel shader support

At long last, mobile cel shader support is here on iOS. Weighing in at only 30 instructions and a single texture sampler this effect is fast.

It can do pixel art style or soft lines. The asset comes with a playable mobile demo that you can deploy to your iOS device.

And of course the pre-shader shot:

Finally, there are a few less options in the mobile cel shader, keeping things simple and relevant:

The update has been submitted to Epic so look for it soon!

works on android devices? like samsung galaxy s4?

I’m not all that familiar with Android (and I haven’t tested it on there yet) but Epic have this to say about mobile post-processing:

> This feature does not currently work on older Android devices which require the ‘mosaic’ mode for HDR rendering.

So if you can do HDR without mosaic mode you should be good to go. If you already own the asset and you’re keen to give it a go I’d love to hear how it went for you.

It’s possible to use Advanced Cel Shader with Forvard Rendering on UE 4.14 version? It’s give me GBuffer error in post process materials=(

I have a release almost ready to go that will add cel shading support to the forward rendering pipeline (with a more restricted feature set). I’m using this shader in some VR projects at the moment. Unfortunately I’ve been stuck in hospital waiting for heart surgery so that update won’t be out for at least a couple of weeks.

In the meantime you can use the new mobile shader, which is almost the same result and will work with the desktop forward renderer.

good luck with the surgery!!! please upload samples working on android please. Thanks =)

Thanks! I’m back out today so straight back at it.

Do you have an android platform that we could test on? If so, would you like to email me at @skull.co.nz and we can arrange some tests? I don’t have an android device that I can test on yet. We can definitely get it going though.

Hey guys! It’s been a little while so it’s time to release another updated.

This update focuses on materials that use a custom cel-shading model. To use them requires use of a special BP_CelShaderSkeletalMesh or a BP_CelShaderStaticMesh actor.

The material automatically shades using a hard-edged phong and samples the two nearest lights, plus the level’s directional light if present. Lighting responsiveness can be adjusted to be flat, normal or extra responsive, giving you control over the richness of colour each object reflects.

This update will be out soon! I’m spending more time creating better and more specific sample content so that understanding and adopting the new shaders will be easy.

This update will also include an early version of the VR forward-renderer cel shader, but caution needs to be used as due to some issues with forward rendering and materials you can lock yourself out of your project. More on this later!

Wasnt it possible to add this functionality using Components, instead of creating new actor/skeletal mesh classes?

That’s not a bad idea actually. I’ll try it.