This is a little trick I found, originally under the Toon Shading Model post. https://forums.unrealengine.com/comm…shading-model=
Since I think it is no longer part of the Toon Shading Model, I decided to open a new topic separately.
I just discovered a really simple Cel Shading approach that doesn’t require any line of code to be modified.
This method is suitable for all Shading Models except hair&clearcoat, and is suitable for all types of light (other types of light other than directional light can only be used as fill light).
Can be used for forward rendering, for dynamic objects, and partially for static objects.
There are some problems with reflection, but it can be solved by setting the roughness to 1 or by controlling the specular intensity of the light direction.
I think this approach has its own potential compared to post-processing, Emissive or custom shading models.
If you have any idea about this, please let me know.
Jumping onto this thread because it has a very similar title to the one I just started to make.
Below is an ultra-simple, low-overhead, highly-effective Post Process cel-shader. It produces a dithered effect rather than a hard-edge effect. Only two parameters, which can be tweaked as follows:
CelDivisions = The number of steps to split colours into. Values between 2 and 64 seem to give the most pleasing effects. A value of 2 produces an 80s 8-bit computer effect. I find a value of 8 is pretty good.
MaxDistance = Distance in world units after which the effect ends. This prevents the effect from messing up your skies.