# Postprocess Material, Lighting/Shadow node?

**URL:** <https://forums.unrealengine.com/t/postprocess-material-lighting-shadow-node/337855>\
**Category:** Rendering\
**Tags:** Post-Processing, unreal-engine, question\
**Created:** [November 8, 2015, 6:44pm UTC](https://forums.unrealengine.com/t/postprocess-material-lighting-shadow-node/337855 "2015-11-08T18:44:59Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![anonymous\_user\_cc69b907](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cc69b907](https://forums.unrealengine.com/u/anonymous_user_cc69b907)\
**Post date:** [November 9, 2015, 5:39pm UTC](https://forums.unrealengine.com/t/postprocess-material-lighting-shadow-node/337855/2 "2015-11-09T17:39:36Z")

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Hello Juice-Tin,

The light and shadows are adjusted by the lights that you have implemented in your scene. Think of the post process as putting on sunglasses. Yes, you have tinted the world around you, and things will appear differently but they are not directly affecting what is already there. You have added a filter that is calculated on a pass after everything else.

I would suggest looking into manipulating the lights and the shadows they cast in conjunction with the Post Process volume in order to achieve what you are looking for.

Here is a bit of documentation on stylized rendering, Post Processing, and a Cel Shader to help you out.

> **[Engine Feature Examples](https://docs.unrealengine.com/5.1/en-US/engine-feature-examples-for-unreal-engine/)**
>
> Full scenes demonstrating particular features or approaches to specific challenges.

> **[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 — https://unrealcommunity.wiki/! You will be able to find content from...

> **[Post Process Materials](https://docs.unrealengine.com/5.1/en-US/post-process-materials-in-unreal-engine/)**
>
> How to author and blend custom Post Process passes with the Material Editor.

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