Is there any possibility of you porting the toon shader model to 4.14?
I will port it to 4.14 in next 1 or 2 weeks. (If itâs not already been ported by someone else by then)
Hello (maybe is my question for NateâŠ)
Iâm not a C++ guy at all. But I did try to install your shader anyway because it seams so good !
I pass a lot of time on understanding how to do .
I think some other potential users will need a mini guide, even if I get stuck near the end of the process, I have no doubt : Together, weâll figure it out ;).
Iâm trying to install and compile the editor with your code. Hereâs what Iâve did so far :
- Create an account on GitHub
- link my GitHub account with my unreal one (Downloading Unreal Engine Source Code | Unreal Engine 5.3 Documentation), the free license is enough
- Download the github project here : https://github.com/marynate/UnrealEngine/tree/4.12-toon (I work with UE 4.12)
- I uncompressed the Zip file
- double click on âsetup.batâ
- wait few hours while the batch file download all missing dependencies
- Accept the admin request from win 8.1 64 bit to finish the install of the dependencies
- double click on âGenerateProjectFiles.batâ
- double click on âUE4.slnâ, a newly created file
VS2015 open itself with the UE4 project loaded.
Then I follow guide : Building Unreal Engine from Source | Unreal Engine 5.3 Documentation :
- Iâve no problem to build UE4 from the sources Iâve downloaded.
- But then I try to launch the editor (Debug -> Start new instance), Iâve got a message saying :
- I click on yes, it compile a bit again and launch the editor.
- after operation, I see the spash screen of EU editor (still at 0%)
- UE4 triggers a breakpoint (I continue anywayâŠ), 2 times and crash.
In the log, I can see a lot of different lines with kind of things (with different dll file) :
I work with a win 8.1 64bit machine and verify the settings twice. I compile for 64bit.
I donât know whatâs a PDB file but these are not fatal errors.
Hereâs the real problem :
(the full log is in attachment to post )
What did I miss ?
You can talk to me like as youâll do with a child, Iâm such a noob here
@JoGoiA,
It seems I forgot to checkin âToonShading.usfâ in my 4.12-toon branch. You can get it from 4.13-toon branch: https://github.com/marynate/UnrealEngine/blob/4.13-toon/Engine/Shaders/ToonShading.usf, save it into your Engine/Shaders folder of 4.12 source tree, then run the editor (no rebuild needed).
Nice! One of the conceptions I believe needs to change a bit in Unreal users is that it is âso easyâ to get a nice realistic looking that most games in Unreal end up looking kinda similar. And thatâs really bad, especially for indies. Of course that the tools already allow us to do basically everything we want to, but most people get too comfortable in whatâs just out of the box. We need more solutions like widely available! Congratz and thanks for sharing =)
@Nate
Thanks a lot ! I put the ToonShading.usf file you link in the âengine/shaderâ folder.
From now, I can resume my ânarrative playthroughtâ :
- ⊠launch the editor (Debug -> Start new instance)
- the splash screen of the editor is showing.
- at 45 %, itâs stuck for a looong time while it compile all the shaders (I imagine itâs normal and happens only the first time I launch the new version of the editor).
- at 95 %, UE4 triggers a breakpoint (I continue anywayâŠ), 2 times and crash.
hereâs the new errors :
(Full log in attachments).
- I found the ConsoleVariables.ini and uncomment the line : r.ShaderDevelopmentMode=1, as suggest by the log.
- Now, when the editor is loading, at 95 %, a big windows named âerrorâ opens with the same 40 shader compiler errors.
- In that case, UE4 editor doesnât crash but get stuck at 95 %. The only one process consuming processor resource is something called âScriptedSandbox64.exeâ
@JoGoiA, it seems the âToonShading.usfâ you downloaded is bad. (when download file from github, make sure click âRawâ button first, then save asâŠ)
I attached the âToonShading.usfâ here, extract it into Engine/Shaders folder.
btw, enabling âr.ShaderDevelopmentModeâ will increase shader compile time, itâs best to leave it commented.
ToonShading.zip (702 Bytes)
Yes !
You did it, @Nate !
Thanks a lot for your devoted help
Itâs time for me to annoy you again with another problem ^^.
(itâs certainly off topic, do not hesitate to kick me from post)
I create a copy of my project and try to open it butâŠ
I use 2 plugins (Wwise and Neofur) and they are incompatible with my new UE 4.12 editor.
Is there something to do about that or am I screwed ?
I canât work without themâŠ
I think thatâs just a version check problem because these 2 plugins arenât affect by the changes made by the toon shader (I imagine, maybe Neofur isâŠ)
@JoGoiA, glad to help
Thereâs 2 kind of UE editor. One you downloaded from Launcher : Pre-build; One you build from github source: Custom-build.
Usually code plugin is compiled against Pre-build editor (e.g. marketplace plugins), and wont works out of box in Source-build editor. For code plugin works in Souce-build editor, you need to build it yourself (assuming those plugins do come with source).
To build code plugin with github source, you need to place those plugin either into Engine\Plugins folder or YOUR_PROJECT\Plugins folder, then rebuild the Engine or Project.
Got it ^^
Iâve got access to Wwise sources but neofur sources are a bit expensive for usâŠ
We need to think and make a choice
Anyway ! Thanks for your help Nate and for your shader, Arnage.
Will you port it within the next few days? Doesnât seem to be anyone else who will port it. :o
@shahrizai, will do week. poke me if i forget :0)
I tried to port it myself yesterday but I think they changed up some things after adding forward shading in 4.14.
I get an error:
Failed to compile global shader FTiledDeferredLightingCS1 Line 986 in GlobalShader.cpp
Which is piece of code:
UE_LOG(LogShaders, Fatal, TEXT("Failed to compile global shader %s %s %s. Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries."),
GlobalShaderType->GetName(),
Pipeline ? TEXT("for pipeline") : TEXT(""),
Pipeline ? Pipeline->GetName() : TEXT(""));
Anyone managed to port to 4.14?
How has not been pulled yet? It has been mentioned on the stream at least 2 times and it seems to be a very nice addition with virtually no downsides.
Is there anything we can do to help make happen? or is there another problem? (them having problems implementing it because of some bug or something like that)
Thanks Nate, youâre the best!
Btw, does Epic write any patch notes about changes to shading models? I noticed that some stuff have been moved around to other files and some parts of the shading models needs new types of definitions like the:
Add(FGuid(0xD3C17C26, 0x0B4F4B9F, 0x9DECBAA3, 0x0EF88128), TEXT("ToonStepSize"), MP_CustomData2, MCT_Float1, FVector4(.1,0,0,0), SF_Pixel);
Iâm trying to learn how to be able to port the shading model to new versions myself, but Epic keeps changing the way shading models are built, so it gets confusing to find all the changes.
Any insight would be appreciated:)
Is the plugin system still too limited to make as a plugin?
Hi all!
I tried to make a toon shading model as in tutorial. http://blog.felixkate.net/2016/05/22/adding-a-custom-shading-model-1/
But changes in .usf files in the new versions of the engine is too large.
So I found topic and tried to explore toon shader in https://github.com/marynate/UnrealEngine/tree/4.14-toon
It really works great. But I would like to get adjust the tone color of the shadow.
My knowledge is not enough to carry out it myself.
and it would be good to be able to adjust the size of the flare separated from reflections on the material environment.
and if somebody know - why Epic Games officially will not add any model toon shading?
How to disable reflections?
http://image.prntscr.com/image/45d5eb70dc874841ba2ee8af9c954a43.jpeg