[UE5] Anime/Toon/Cel Shading Model (WORKS WITH LAUNCHER ENGINE VERSIONS)

I moved away from forward rendering after 4.26, and this meant I needed a Gbuffer to hold the shadow colour data, and since I wasn’t really making any use of subsurface scattering for my game it was first up on the chopping block to make space.

I also saw some documentation (that I don’t have on hand, but I’m pretty sure it was in softmode’s shading model thread) on Honkai Impact’s rendering where they had some method of faking subsurface lighting that just looked a lot better and could be replicated easily within the material graph. The only real advantage of doing it through the shading model was that dynamic shadows would effect it.

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