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.
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
Very disappointed to see itâs just using the same technology weâve been using for years.
Was really hoping Epic would finally let developers write full shaders without requiring engine modifications.
@mneely3d First of all, thank you for those amazing shaders theyâve been a huge help!
On another note, I noticed there was an update, but I couldnât find any information about what itâs about.
Could you tell me more about it?
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!
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
Can we get a 5.6 Engine upgrade for this?
any way to make it work for ue5.5 by any chance ? ![]()
Will this be updated to 5.7? Iâm having some serious trouble recreating it myself, as I canât even add the material pack to my project, which I assume I actually need to build the shader.
Trying to figure out how this shader can properly work with day/night cycle or with changing location from outside(directional light) to inside (example some dark interior,cave,etc)
I see the shader works,âfollowsâ the sun direction when Im changing DirectionalLights Rotation on Y and Z axes.
But when I simple turn of directional light(to simulate going into full dark mode(no directional light at all) I expected my hero,and whole surrounding should go pitch black,or almost black
But unfortunately all meshes with shader applied are bright and visible when sun is turned off (rest of the scene,withoud shader went ofc dark)
What interesting (tested also on comicshadersample map) MI_Banding seems to work as I supoposed,hoped the shader will work- when there is no sun,no directionallight everything should go dark,hide in darkness.
How can I achieve this with this shader.
YES,I read âDeconstructing A Stylized Comic Shaderâ but cannot find anywhere in Plugins files such as: Material Parameter Collection or this Blueprint Light Rig.
I thought it will be the solution, giving actualisation about DirectionalLight parameters but I supposed its wrong direction?In plugin files,even on ComicShaderSample map there is no such Blueprint.
I thought maybe its connected with that materials ShadingModel(its Default Lit for all of them) but M_Banding is also DefaultLit and yet its going dark when DirectionalLight is off
What ,how much am I missing here?
Is it even possible to use that StylisedShader ? It really awesome,so many customization options but now Iâve hit the wallâI cannot use it on any characters or even static,environmental meshes if they will all shine like lanters on the night time (or in caves,pitch black interiors) ;/
EDIT:
Ok,Im weak in this topic but with some AI guidance I finally got to solution I should check (if had knowledge whats really goin on)in first minute in M_Comic_Final.
The answer is - EMMISIVE parameter ofc;)
Its valu is set to 1. Iâve changed it 0,01 and got the result I wanted.=when sun is out (dark night, interior)my character siilouette is barely but seen.
On daylight its perfect,with scratchess seen very nice with bigger zoom (cutscenes Im talking to you;)
Hello @mneely3d I recently tried to install the plugin. but it shows this error. I reinstall 5.6 version, i reinstall plugin as well. but when i try to download this error occurs. for better understanding i attach a screenshot with this reply. Thank you! hope for a solution asap. If anyone know the solution please kindly share. Thanks






