# How to make a Zelda Breath of Wild type of graphic style?

**URL:** <https://forums.unrealengine.com/t/how-to-make-a-zelda-breath-of-wild-type-of-graphic-style/387250>\
**Category:** Rendering\
**Tags:** graphics-programming, unreal-engine, Shaders, UE4, Blueprint, question\
**Created:** [March 7, 2017, 10:14pm UTC](https://forums.unrealengine.com/t/how-to-make-a-zelda-breath-of-wild-type-of-graphic-style/387250 "2017-03-07T22:14:30Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Raildex](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raildex](https://forums.unrealengine.com/u/Raildex)\
**Post date:** [March 8, 2017, 9:26am UTC](https://forums.unrealengine.com/t/how-to-make-a-zelda-breath-of-wild-type-of-graphic-style/387250/2 "2017-03-08T09:26:24Z")

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Unreal Engine does not offer a Toon Shader out of the box. You need to experiment with Materials, PostProcess or you may also investigate solutions by Epic & Community:

> **[JIFFYCREW CEL SHADING (DEFERRED) in Materials - UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/character-cel-shading-pack)**
>
> \#jiffycrew, #npr, #material, #shader, #shading, #cartoon, #anime, #flat, #comic, #japan, #cel, #outliner, #line drawing, #silhouette, #crease, #two-pass

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

> **[Stylized Rendering Post Processing](https://docs.unrealengine.com/4.27/en-US/Resources/Showcases/Stylized/PostProcessing/)**
>
> An overview of the post processing effects used in the Stylized Rendering showcase included with UE4.

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