Toon shading model

Does it work with mobile ES2 renderer ?

Also wondering why not to make a patch that can be easily applied to any fork ? :o

Sorry, I don’t know as I’m not doing mobile development right now.

Actually you can make a patch from git:


git diff 4.15-toon~1 4.15-toon > toon-patch

And apply it to your own fork:


git apply toon-patch

Though you still need to solve any merge conflits might have between major engine updates.

@Nate
Don’t worry about that ^^. Thank you so much for updating it!

c155789e9cf3ce0b90f37cddc740a64f1c32d139.jpeg

From a fresh 4.15.2, I am trying to create a toon shaded Mannequin using the UE4 mobile Mannequin texture. Any idea why the three channels for Toon Blend, Roughness, and Step Size are listed as greyed out ā€œCustom Dataā€ inputs?

@Curiosichi Check that the Blending Model is set to Toon instead of ā€œDefault Litā€ :wink:

I swear I did that, but must have closed without saving or something. Thanks for the obvious point out.

What is the current go to method for non post processing outliner?

I’m using the 4.14.3 branch and when I build the lighting, the toon effect vanishes

Is anyone having the same problem?

EDIT: anyone with the 4.15.2 branch can tell me if building the static lights in it have the same problem? I’m thinking to convert the project to it

@Nate @Arnage do you guys know what can be happening here?

is with dynamic lighting, the toon shader works fine

And is after changing the light to static and building it

I tried changing some settings on the lightmass, but nothing seems to solve it.
I’m using 4.14.3

Are you sure your lightmap settings are correct on the wall mesh? What happens when you apply a regular material to the wall, does it receive correctly baked shadows then?

The problem with the shadows was because the torch was not set as static mesh, but the problem with the static lights has not yet been solved
With a common material, there are no problems in lighting after building

edit: I tried to create another project with the third person template and put a toon shaded material on one of the meshes of the map, the same problem occurred when building static light

Sorry for the inconvenience, but someone already made the port for 4.16?

https://github.com/marynate/UnrealEngine/tree/4.16-release-toon

Man that was speedy, thanks a bunch.
Also, your tools are amazing!

So 4.17 is going to support Shaders in plugins… maybe we can finally make a plugin.

That’d be sick! I’m tired of using unlit materials :stuck_out_tongue:

Could you point us to the source? I didn’t know about that happening so soon!

Could I please asking why I got 404 error on your repo? It is that no longer available for us?

[Edit]

Sorry. I am so noob not even use github with UE4 before. Just need to link the ue4 account to github and it works now… Thanks for your great work, Nate!

It’s on the Roadmap

Oh nom nom! That’s fantastic!

https://trello.com/c/3ESmU6JE/145-support-for-global-shaders-in-plugins