I’m making a multiplayer game in UE 5.7 and I’m fighting the default look. Everything screams “UE5” right away: realistic lighting, sharp shadows, cinematic colors. I’m going for a fake retro style. No pixelation, no low-res tricks, just that slightly washed-out early-2000s game feel that reads as a game and not as footage of real life.
The catch is that I need a full day/night cycle, lights that toggle at runtime, and characters that cast visible dynamic shadows, so baking is out. Everything has to stay dynamic, but it still can’t look photorealistic.
Every guide I find just says “write a custom shader” without explaining what that means in practice. I’m guessing a post process material with lifted blacks, reduced saturation, a slight tint and maybe a LUT, but I’m not sure that’s enough or even the right approach.
Is it possible to keep Lumen and push it toward a flatter look, or is turning it off the only real option? If I drop it, how do you fake GI and fill light in a dynamic scene? And how much of this look comes from materials (high roughness, low specular, flatter textures) versus post process?
Has anyone pulled off something like this in UE5? Settings, examples or breakdowns would help a lot.
Thanks!