How to make the Unlit mode looks

I’m a beginner with UE5. I plan to create a video, not a game, using UE5.

I want to achieve a look just like the Unlit mode look, but I can’t get the same appearance with settings like lighting or mesh shadows. Is there any way to achieve this?

The look I am aiming for:

The current lighting look:

Hi Dian,

Cool question.

Although there’s probably better ways to accomplish this (Post Process volume? Rendering out a specific buffer?)

I can imagine just piping all of your textures (inside of your materials) into the ‘emissive’ channel. (It will also help to set the Materials ‘shading model’ to unlit.

Let me know how this goes!

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There is an “unlit” shading mode for materials that you can turn on.
You should also turn off shadow casting from all your lights (even though “unlit” isn’t affected by lights, things behind it may be.)

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Thank you for your advice, @Astrotronic and @jwatte . I tried changing the Shading mode of the master material to’ Unlit’, but the static mesh seems to have become hard to see, almost as if it disappeared from the viewport (yet, they are existing and I can barely see them black and white color based on the angle. This is not the appearance I was aiming for. I guess I made a mistake, could you please explain the correct method in more detail?



What are you trying to accomplish?
Can you post a screen shot of your shader?
FWIW, here is a typical un-lit shader:

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@jwatte thank you for continuing to give me advice.

The asset I am using is this:
Temperate Vegetation: Spruce Forest
https://www.fab.com/listings/f8044501-17a2-498f-b198-5f1bc71ee87a

And this is the screen shot of the shader( The whole thing is too large, so this screen shot is just a part of it):
[Original]


[Set to Unlit mode]

As you suggested, I connected the texture to the ‘emissive’ channel, and initially, the material preview showed the ideal color. However, after saving and checking in the viewport, the mesh disappeared again. And when I moved the camera quite far away, the mesh reappeared.

I thought something was off, so I checked the material again, and the material disappeared. Is this a bug in UE5, or do I need to change other settings on the mesh in addition to connecting the texture to the ‘emissive’ channel?

you have plugged the normal map into the opacity mask

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@jwatte
Thank you! I set the Shading Model to Unlit, disconnected the Normal and Opacity Mask, and then connected the Opacity Mask to the Opacity Mask. Now it resolved the issue. I had been struggling to find the right approach for a long time. I really appreciate your guidance.

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