Epic Games - Stylized Comic Shader Pack

The Comic Shader is usually not applied as an overlay material. You could, but would likely need to make it translucent , and have some sort of VertexNormal multiplier piped into the World Position Offset.

Also, if you want to use the original materials the Grux comes with you can use a material instance for each of the original materials, and just pipe in the textures into the material instance, then use the Tex Color parameter to lerp between your base color and the texture.

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Hello, is it possible to somehow transfer this shader to version 4.27?

Sorry, That is not likely, however, you could, in theory, rebuild this material using the steps in this tutorial on Deconstructing a Comic Shader on the Dev Community: Deconstructing A Stylized Comic Shader | Tutorial

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Very disappointed to see it’s just using the same technology we’ve been using for years.
Was really hoping Epic would finally let developers write full shaders without requiring engine modifications.

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@mneely3d First of all, thank you for those amazing shaders they’ve been a huge help!
On another note, I noticed there was an update, but I couldn’t find any information about what it’s about.

Could you tell me more about it?

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The release notes are in the Description itself. The shader pack went from having 3 materials to 10 in 3 categories. Basically, the final version of the material, broken out into individual materials, with some performance enhancements, and other optimizations.

This Comic Shader pack includes 3 different categories with more than 10 example materials for stylization in Unreal Engine. The first is the Comic shader. This material brings together a variety of features into a single material including static mesh outlines, variable scratch textures for hand drawn ink effects and cross hatching, rim lighting, color banding, textured specular hillites, with support for original texture maps for albedo and normals. The second material is an example of a static mesh based outline, which leverages the Overlay material slot. This material also calculates the distance from the object to the camera to vary the outline thickness. The third and final material in this pack is a glitchy styled material which leverages flipbook animation, translucency, and refraction to get a wide range of animated effects. This material is also intended for the Overlay Material Slot.

The pack also include a wide range of textures for halftones, line screens, pointillism, sketches, and flipbooks.

Have fun!

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Hey, sorry for your disappointment there. The idea of this shader pack is to give beginner-Intermediate folks an understanding of what can be done in the engine without the use of HLSL or C++, where much more can be done of course. We are always looking to improve the engine and if you have a list of specific features important to your team, list them here. Cheers!

how to actually use it? No documentation provided unfortunately

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