I just purchased this pack, and i must say it’s pretty **** cool - but… i cant for the life of me get any shadows from the player or the items in the map (my own custom map).
I tried messing with the inner/outer shadow and shadow shading settings but still no shadows , is there any way to get my shadows back? or is it basically no shadows from items using the cel shader?
Edit: i see using the base “celshader” material theres shadows but if i use any of the presets (windwalker/anime etc) there are no self shadows or from the trees…, the base material seems to dark so i would like to brighten it up a bit hmm
It depends a little on what preset you’re using. There’s a value called “flatten” that strips shadows and lighting from the scene and some of the presets use this. Try turning that value in the preset to zero.
Basically a total re-write. The new shader is MUCH cleaner and more targeted towards the kind of cel shading most people need rather than artistic shaders.
Cel shader
Cel lines are now per-pixel and not a single offset line of variable thickness
Outlines are calculated using a new method that avoids distant overfill
Outlines can now be soft
Lines now draw against sky
Lines from foreground objects now draw against excluded objects
Colour grading now applies after posterization
Individual outline/detail/shadow-shading colours
Exclude from shading
Exclude from shading and outline
Only draw outline on excluded objects
Cel Lighting Model
Now supports many, many more lights at once in realtime
Samples from nearest four lights
Smooth light transitions
Posterization mix options
Simpler implementation
It’s still there in the previous version of the shader that is still included, but watercolour is not in the list of effects supported by the V2 shader.
It retains shadow shading for example but none of the fake-dramatic-shadow effects.
I don’t know how but I haven’t included the 4.19 fixes for the V1 shader. I’ll get on releasing that ASAP, but in the meantime you can fix it by opening **/Game/Shaders/CelShader/MaterialFunctions **and editing varients of the EdgeDetectColour and EdgeDetectDepth material functions:
Once you’ve opened them, find the EdgeDetect node and click on it, then add the line UV = ScreenAlignedUV(UV); to the top of the shader.
I have an issue where materials go unusually white/bright. It affects my player model, buildings, lampposts and signboards.
I’ve fiddled with the preset and brought the items into your sample world (where the issue is present but less prominent).
When I watched your example videos there didn’t seem to be any strange lighting/material issues so I’m really stumped by this.
Hi, I just bought the package and its awesome, but i have a problem with some assets.
There are in folders/project, but cant see or use them in unreal engine.
I dont have these materials to use them with lighting, my folder with blueprints is empty even if i can see them in windows explorer. Any ideas?
Unreal engine 4.16.3
This is because your materials use the metal channel. Unfortunately the metal channel appears white in the diffuse buffer, so you need to set “flatten base colour” to 0.0 or use the specular and diffuse channels in your material instead.
Some of those are redirectors, so references to the same asset somewhere else in the pack. Chances are you’ve pushed a later version of the asset into an older version of the engine as well. Try upgrading to 4.19.