Just wanted to say thanks to all the contributions in this thread I found it very helpful (especially the anime shader shared by Brian Westley! thank you!).
Using information from this thread I’m starting to reach a point where I’m happy with the shading on the main character so I thought I would share.
I have rebuild the Shader from the japanese Blog above. I must say I like it, because it is not a PostProcess Shader, it is a Material Shader. So you have more control over different Materials (hair highlight Shading only on the hair for example, you can see it on the pictures). Also you can set in the Shader itself the light direction.
I have only rebuild the cell shader, the outline shader is a postprocess one and seams it didn’t work anymore (i have much flickering with it and it looks not good), so I use one of the other outline shaders here in the forum in combination with this material cell shader.
It is not difficult to rebuild the cell shader. I self are not really good with BP so far, but I could rebuild it. You only need Part 2+3 for the cell shader, 4 is the edge shader that didn’t work for me and 1 is only a overview blog entry.
We have to thank you for this awesome Material Shader.
Could it be that the outline shader on your blog did not work with UE4.9 anymore and need some changes?
Cool picture. ^^
No, you need all BPs on this two Blog Entries.
3 Material Functions
1 Material
1 “LookUP” Texture (its on the website, the one that is half black and half white)
1 selfmade Texture based on the Description below the “LookUP” Image (that black one with red, green and yellow)
The last one must match your 3D model so far if I had understand this right, that is the part that I didn’t do it yet. The green part is for Hair highlighting, the red part for Texture shadow.
I tried a lot of different methods from this and other threads and they work, but I’ve got some issues.
I can’t get the edges to be showing all the time on the execution. No matter which method I use, everytime I move the camera more than gently, it seems it takes a sec for the edge to appear again
Sometimes it happens that some edges create an invisible extra edge of the same width which blocks other edges to render side by side.
is an issue of the “temporal AA” AntiAliasing filter, if you switch it of this problem is gone but than you have no AA on it, looks not so good. I don’t know if this is gone when you build a standalone version of your project.
Is there an English reference version of the blueprints and materials? I can’t seem to achieve the same effect, probably because I’m still new to UE4 xD
The cel shader, yes, but not the outline shader (on UE4.9). And I don’t know if I have the permission to upload it for others. Thats why I only post some helpings above. It is not really difficult to recreate it, if I could do this with my still very basic UE4 skills, than everyone should be able to do this.
Here’s my initial attempt at a flat cel material. It does what the Guilty Gear material does plus a couple extra things. It’s just a material, no post processing filter yet.