Applying a Colour LUT to Specific Objects

TL;DR: I need a way to make certain materials ignore a colour lookup table.

In the project I’m working on, I’ve been using a colour lookup table to stylize the levels. The issue now is that I want certain objects to retain their normal colour and shading. My first instinct is to use Custom Depth, but I’ve only managed to get that working with a single colour or texture showing through.

Is there a way in post-processing materials to get the original colour of a scene and apply it after tonemapping? Or in reverse, apply a lookup table within the material itself instead of the post process volume?

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Did you ever figure this out. I’m trying to figure it out myself so I can create a ramp for the shading to create a cel shader with a softened edge.

Mihoyo seemed to use a LUT in Unity to create soft cel shading and I want to accomplish the same thing in unreal because I’m used to being able to use a color-ramp node in blender for cel shading.