Well, i bought your shader yesterday, i will try make it works on android devices. If i suceed i will post the results. Thanks
Awesome, let me know if you need any help.
Very cool update!
I would like to use this new cel-shading model for environments, too. Would that be somehow problematic?
Any releasdate in sight?
I should get off my butt and release it today! I’m having trouble getting the forward renderer to be stable so I might leave that for a later version.
I’d do a test on how the lighting model works with a lot of objects first, but for static objects it should be pretty decent. You’d have to make some assumptions like “all of my lights are static” as well though, otherwise you start needing to poll for updates frequently.
Update released to the marketplace team! Look for it soon!
I’ve also added depth-outline support to the mobile shader.
I haven’t included any forward-rendering support as I was killing my project way too often to inflict that situation on anyone else, so that will be a standalone update when it is ready.
That’s awsome! Thank you for your fast reply and support!
Btw.: Is there some way to see if marketplace content has been updated?
Will the content I added to a project also be updated automatically or do I have to delete the old content first?
Whoops, nearly forgot. There’s a brief bit of documentation on how to set the new lighting model up here: http://skull.co.nz/cel-lighting-model-update-for-the-advanced-cel-shader/
+1 for offering the new capability through a component
Hey everyone!
It’s been a while but there’s a new update ready to support the forward renderer that should be out early next week.
The forward rendering cel shader works a little differently to the existing one. This is for both speed and due to forward rendering limitations:
There are some basic settings you should configure when using the new forward rendering cel shader:
- Set MSAA to 4x
- Set r.ScreenPercentage to 200
Because of the limitations the new settings are reasonably difficult to balance. It’s more important than ever to make sure that your textures and artwork are appropriate for the style you’re trying to achieve.
If you’re using this shader in VR be sure to test your changes with your HMD as things like line weight look quite different from the regular play in editor view. I recommend starting with the “CelShaderForwardDefault” preset.
Happy shading!
Hey! Just bought the pack today and am checking it out in my 4.15 VR forward renderer project.
A couple of questions:
- Can Exclusions work with the Forward rendering shader?
- Does the custom cel-shading lighting model work with forward rendering?
Sorry, I thought I had replied to this.
- Yes, but I need to release an update to restore support for them. The caveat is you cannot use MSAA and still use exclusions as the custom depth buffer isn’t available in the MSAA render pipeline. You can still use TXAA/FXAA.
- Should do as it’s just an object-domain material.
Well thats a bummer because MSAA is one of the main reasons to use forward rendering for VR.
Yeah me too. It was a bit disappointing when I found out.
Small update coming out shortly:
- Fixed an issue with the landscape normals on the sample map
- Re-added exclusions to the Forward Renderer version of the shader. This requires MSAA to be **disabled.
** I’ve also been attempting to make the cel shader work with multi-res rendering on the Nvidia Gameworks branch, but so far I’ve had no luck as post-processing materials seem to be broken.
Hey guys! Just dropping a note that during the summer sale all of my assets are on sale for 90% off. If you’ve been holding out for a sale this will be the last opportunity this year to buy them at a reduced price.
Get them here: Content by Skull - UE Marketplace
Just bought the Advanced Space and Cel-Shader Shaders, thanks . Great work.
Just bought the pack and works better than expected. One question
I can not find the island map, even followed the steps on the Shell.com websites getting started video. Is the island still in there?
Also you may want to update the store page and show all the other shaders that are included. If I would have known you had comic, manga and voltron shaders I would have gotten this months ago
Yep, the island map is under Maps/Sample.
Good advice, thanks! It’s been a long time since I updated the store page.
Updates coming shortly: shading exclusions on the mobile shader and a new sample map for mobile.
The above scene captured a little slowly but runs at a consistent 60fps on an iPhone 7 Plus.
I’ve just sent an updated asset to the marketplace team.
This is a bugfix that finally corrects the long-standing error with the Cel Lighting Materials. Check out the WindWalker map and hit play to preview the materials as they were intended to function. Try dragging around lights during play to see the effect.
This update should be live in a few days.`