Toon shading model

Set Roughness to 1?

I’m trying to find the piece of code that is responsible for the reflection of the environment in toon shading model, in order to disable them for shading model.
Setting Roughness to 1 will certainly help, but at the same time it will increase the size of the highlight.

True, hmmm.

Can somebody explain to call shading architecture model? To be able to keep track of the sequence of code execution.

ShadingModels.usf - ToonShading function, where it is called? I also tried to change it but it does not affect the reflection of the environment.

DeferredLightingCommon.usf - GetDynamicLighting, I suppose that at stage are mixed data with reflections, but still I can not figure out where exactly. It’s a bit difficult for me, I’m still newbie to , can anyone give a hint?

It was easier to make the highlight independent of roughness, than to seek where are mixed reflection.

ReflectionEnvironmentShaders.usf void ReflectionApplyPS()

but that’s not all, when added to the scene Reflection Capture Actor reflections appear again …
http://image.prntscr.com/image/60823b6159b4413595fa81b6cd76d29e.jpeg
http://image.prntscr.com/image/ec14017285a842a2be1073e0cab12f76.jpeg
which are located

ReflectionEnvironmentComputeShaders.usf void ReflectionEnvironmentTiledDeferredMain()

but even then, reflection still in previews of the material in the material editor
http://image.prntscr.com/image/73ccd2610aa44d4cbdc030a6180eaf96.jpeg

I’m trying to click on the link but it’s not working? I’ve entered my Github Username under my account settings and I still get the 404 error. Any help would be appreciated.

thread was a good starting point for creating my own shading model.

But additional float3 GBuffer.CustomData.rgb not enough to adjust my shader.
Any way to transfer more data?

is possible still use GBuffer.CustomData.w
only need to add a pin in the material for it. I tried but did not compile shaders, I probably somewhere made a mistake. Pretty hard to monitor communications between the large number of files, it does not always accurately understand the code is responsible for what.
Can anyone suggest or how to do it? Add new not previously used the pin in the material?

one more question:
in
MaterialShared.cpp
[FONT=Courier New]void FMaterialAttributeDefinitionMap::InitializeAttributeMap()
Add(FGuid(0xD3C17C26, 0x0B4F4B9F, 0x9DECBAA3, 0x0EF88128), TEXT(ā€œToonStepSizeā€),MP_CustomData2, MCT_Float1, FVector4(.1, 0, 0, 0), SF_Pixel);
what is FGuid? and what values you need for the new attribute?

PS:I seem to get hooked extra pin and use GBuffer.CustomData.w,
is there any reason why an additional parameter was not used in the ā€œgithub toon shaderā€,even if it is not used?
After GBuffer size does not change simply connect the unused channel, and the more customizable options the better? Or I’m wrong?

And the question remains open with FGuid.

Same here.

Just finished our first teaser In UE4 with the Toon shader model incorporated.

Nice atmosphere!

Thanks! It’s been a long time coming.

Any news after GDC?

  1. Is the shader affected by the the light color?

  2. Any chance of getting a 4.15 port? :slight_smile:

          And finally, Why has Epic made SO difficult to get a good toon shader? It's redonkeylous. I've spent last 2 weeks trying all hacks, really generous of the people sharing them but always missing something, like, bad shadows, no light color, no emissives etc.
    

Epic! Give us a girl with short skirt and a looooooong jacket.

  • It can be affected by light color.

  • Its already ported to 4.15

-Its a fully functional toon shader model built directly into the material editor. That means no having to mess around with creating a material using a light vector or some weird post process effect. Its the best option for toon shading or just non prr at point in time.

Cheers

Can toon shading model be made compatible with forward rendering and made as plugin for launcher version of UE4 (for Windows and Android at least) ?

+1 - also super interested in . Love the results you all are getting from shader model, but I’m using forward rendering in VR in a non C++ project at the moment.

Thanks ! Again great looking work. :slight_smile:

@Nate

I know it just released yesterday. But I’m going to start using now and it would be really useful to get the advantages of the latest version of ue4. So my question is: When are you going to update your branch to 4.15.1-toon?
Thank you very much! (Also thanks so much to ^^)

Hi @

I just push the 4.15.1 port to my github repo, you can get it here: https://github.com/marynate/UnrealEngine/tree/4.15-toon