Hi mates! Due to the Fab store having no comments section or any other way to communicate with creators available after moving from UE Store, we decided to create a post on forum for those people, who buy our assets or would like to ask some questions before purchase.
Long story short - we created 12 post-process shaders for the Unreal Engine to add artistic style to your projects. Each shader is unique, performance-friendly and has a well-commented code for easy adjustments. Check the video demo where all the effects are clearly shown - Youtube. We also wrote a detailed User Manual where all the parameters and functions are fully described.
A few numbers about this pack:
Shaders: 12
Custom material functions: 44
Parameters: 546 (total for 12 shaders)
Textures: 16
Supported UE versions: 5.2-5.4. (5.5 will be checked soon)
The whole Artistic Post-Process pack might be found here:
So, whenever you have any questions about these shaders, feel free to reach us in the comments here, and we will do our best to help you. Itâs time to turn your project into an art piece!
Can I use this as a stencil? I love the effect, but I want to use the Single Layer Water Material and exclude the water from the post-processing effect. Is that possible?
Hello! Sorry for late reply, somehow we didnât get a notification about your message.
Yes, you can exclude actor with the SLW material from the post-processing - each effect in the pack has function of the Custom Depth Buffer filtering included. Actually CDB is Custom Stencil index 0 channel. However, if you would like to use many filters in your scene for different actors, you might need to add a bit of functionality into CDB mask inside the effect shader and split all applied effects by dedicated Stencil channels. Let us know, if youâll need assistance with that - we are ready to help you to set up Stencil filtering.
Hi. I have purchased this, but apparently I need to disable my Forward Shading otherwise the effect doesnât work. Since I want to use this in VR I cannot do that. Is there any solution? Thanks!
Hi! Can you specify, which effect exactly do you want to use in VR with the forward shading? We are working on update for VR for all effects now, and your feedback might help us a lot.
Thank you for your reply. I have found âAdvanced Outlineâ to be very interesting for architectural purposes. Thatâs what I would like to use in VR.
@Cinistre Thanks for clarification. Iâll check Outline shader functionality with Forward Shading pipeline. Most probably issue there is in a tonemapper, and as soon I will figure out, what exactly is wrong, I will be able to give you a solution. Can assume itâll take a couple days.
@Kokotewa Glad to hear you liked our shaders! UE 5.6 support is not listed, because we didnât test it out yet. However, itâs in plans until mid-Sep. In overall, we are working right now on a big update 1.3:
Cartoon: Subsurface pass was processed incorrectly, leading to wrong colors on meshes with materials with some material domains. Already fixed.
Comicbook: change projection method to have proper visualization in VR mode
verify compatibility with UE 5.5 and 5.6. Most probably everything is ok there, but we have to check that
prepare all shaders for VR - performance is already awesome, but some effects need minor tweaks to work properly in visual aspect
check compatibility for all shaders with Forward Shading and SM5
Planned release - until mid-Sep, or earlier, if we have enough free time. These shaders are our side-project apart from main job, so we are a bit limited in time to work with them.
I sincerely apologize for the delay - things at main job got harder this week. We have planned to dig into your question this Thursday after work. Hope this time frame still fits with your plans.
@Cinistre Hi! Weâve finally got a look into your question. The problem is hidden in GBuffer - Forward Shading rendering pipeline doesnât include GBuffer passes rendering as separated scene textures, it renders geometry with all the light in a more combined way. That makes impossible processing some passes in shaders as WorldNormal. Unfortunately, most of our shaders are using WorldNormal pass in different ways in texture projection method.
In current state Advanced Outline effect works as expected with following limitations: Noise Mask and Normal Stroke cannot be enabled. Both of these effects are using SceneTexture::WorldNormal, which is not available with Forward Shading.
For now you can use Advanced Outline in your project with Forward Shading, but you need to:
disable parameter âEnable Noise Main Strokeâ in section 010 - Outline - Main Stroke
It will not give you the full functionality of the shader, but at least main stroke will work perfectly with all the rest settings. I checked it in a build in UE 5.2, VR mode, Oculus Quest 3.
In case you bought the whole Artistic Pack, other effects have issues with Forward Shading too, except Pop-Art and Digital Paint effects. All because WorldNormal.
We are looking for a work-around there, but I cannot guarantee at the moment that it will be successful. Everything depends on our luck to find a different solution to get a surface vector in a viewport to project textures properly. It might be done throughout custom RenderTarget texture, but we prefer to keep all the effects easy-to-use, and adding a custom RenderCapture actor to the playerâs pawn doesnât fit to this philosophy.
I will keep you updated about our progress. All the shaders were developed for Deferred Rendering pipeline, but we really want to adapt them for VR, which requires Forward Shading compatibility too.