Lukas Schmidt - Concept Art Shader 2

Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago.

This new version not only improves the look, but also the usability greatly. 

The Shader is aimed for the use in concept art, but if you want to use it for a game, for archviz, or whatever you are using the Unreal Engine for, there's nothing standing in your way.

To use, simply drag & drop BP_ConceptArtShader into your level, and start changing the settings inside the placed blueprint.

๐ŸŽฌ Showcase Video

๐ŸŽฌ Settings Overview Video

๐Ÿ“ Documentation

Please make sure "Extended default luminance range in Auto Exposure settings" under Project Settings > Rendering > Default Settings, is enabled.

Features

  • select, mix & modify different background styles, using different blending methods

  • Solid Color Background (select a solid color as your background)

  • Clay Shader (similar to Detail Lighting view mode + adjustable color)

  • Better Scene Depth (easily adjust view distance, contrast, as well as foreground and background color)

  • PostProcessInput 0 (like the Lit view mode)

  • Diffuse Color (+ adjustable saturation)

  • draw on top

  • Outlines (adjustable thickness, threshold, view distance and color)

  • Different Hatching Styles (hatching wraps around the geometry, select differnet hatch textures, adjust where hatching appears and more)

  • Ink Shading (like a cel shader)

  • Screenshot Maker

  • create High Resolution Screenshots of multiple seperate shader passes, from a selected Camera, with a click of a button.

  • set custom resolution

  • set custom filetype

If you have any questions, feel free to contact me through the Contact Form on my website, or directly through email.

Unreal Engine, Post Process Material, Blueprint, Shader, Hatch, Hatching, Shading, Drawing, Ink, Outlines, Image Effects, VFX, Visual Effects, Sketch, Cartoon, Toon, Comic, Stylized, Concept Art, Filter, Generative

It looks nice, but I wonder if it supports hand drawn outlines with different thikness? Like in Guilty Gear where they use vertex color to control it.

Hi, unfortunately not, the variation in thickness is determined by the threshold setting, but it canโ€™t be controlled individually for certain parts.