I’ve been thinking of a way to get cell shading working in unreal without expensive post process effects, code plugins or forward rendering so I can take advantage of unreal’s deferred pipeline (multiple lights, etc.)
After much experimentation I came up with a method that alters the vertex normals of any mesh to achieve a cell shaded effect. It’s a bit of a hack and not quite perfect yet but it’s a lot cheaper than doing full screen post processing for just a character. Right now there are two different shading styles i’m torn between:
Without Cell Shader
With Cell Shader
Any feedback would be much appreciated!
This model is really low poly and messy with pretty bad normals (It was a free download from some obscure site) so I imagine it will look better on a cleaner mesh. I haven’t got around to the outline stuff yet but that should be fairly straightforward I think. The model’s texture is a very basic flat color map, the cel shading simply comes from the vertex normal tweaks in the shader.
Will post more info tomorrow.