Light Color for Post Process Cel Shader

Hey, so I’ve been experimenting with cel shaders and need some advice.

I took the post process path because I wanted all the shadows.

The alternative seemed to require a lot of line trace for shadow effects and I didn’t want to do this for every object.
Example of what I mean for reference: Cel Shaded Line-of-Sight Based Lighting v2 - YouTube

Great for stylized characters but not for my purposes.

Anyway, I’m looking for a way to get the lighting color information from the scene lights. Here is my Post Process material.

I noticed when playing if you press F4, it will give you only lighting.

If I could get that information and use it in the highlight I think that could work, but I can’t seem to find it.

Can this be done? What would you recommend?

Could you possibly give more information on how you set up your cel shading? I’m afraid I don’t have an answer for your question but I’m in desperate need of a lighting system like this and everything I’ve found online hasn’t worked and I haven’t been able to get it to work.

It’s a post process volume. The blueprint pictured is a material plugged into the post process volume. Find “Rendering Features” in the volume. Add an array element. Select your material.

It’s not super versatile but maybe it’s what you want. Good luck.

Those are just vector parameters. I used a blue, light gray and a dull orange. Personal preference. You could also use constants3vector if you want.

The textures in the scene are also just vector constants applied to materials. You could use any texture for those. The post process only effects lighting so whatever material you use will work.

Note in the blueprint it gets the scenetexture:diffusecolor and multiplies it back over the light information. So the diffuse used in your materials will be kept and used in the effect.

What are the texture samples you’re using in the post process? Also how do you determine what color each object is in the scene if it’s done using a post process?