Deconstructing & Replicating Wuthering Waves' Post-Process / Anime Shader Model in UE5

Hi everyone!

I’m currently working on a personal learning project in UE5 inspired heavily by games like Wuthering Waves (WuWa) and Honkai: Star Rail.

I’m looking to build my own post-process pipeline to mimic this style (Especially WuWa’s style) or find a high-quality Marketplace asset that achieves a similar result.

1. Shader Layering & Tech Breakdown

If anyone has technical experience or insight into how WuWa’s shading pipeline is structured, how are these specific elements typically layered together in Unreal Engine?

2. Material vs. Post-Process Boundary

For those who have built anime shading pipelines in UE5:

  • How much of WuWa’s look is handled at the Master Material level (via custom Light Vectors and Material Functions)?

  • How much is offloaded to a Post-Process Volume / Custom Shading Model (or USF/USH engine tweaks)?

3. Marketplace / Community Recommendations

If building this entirely from scratch proves to be a massive hurdle, does anyone know of functional Marketplace assets, Gumroad shader packs, or other types that do a great job at out-of-the-box shading with face light map support?

Thanks in advance for your help!