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

**URL:** <https://forums.unrealengine.com/t/ue5-anime-toon-cel-shading-model-works-with-launcher-engine-versions/544226>\
**Category:** Rendering\
**Tags:** unreal-engine, UE5-0, Rendering, Lighting\
**Created:** [April 29, 2022, 8:15pm UTC](https://forums.unrealengine.com/t/ue5-anime-toon-cel-shading-model-works-with-launcher-engine-versions/544226 "2022-04-29T20:15:25Z")\
**Posts on this page:** 1\
**Showing post:** 66

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**Author:** ![smugdev](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/smugdev/32/873294_2.png) [@smugdev](https://forums.unrealengine.com/u/smugdev)\
**Post date:** [April 26, 2024, 10:54am UTC](https://forums.unrealengine.com/t/ue5-anime-toon-cel-shading-model-works-with-launcher-engine-versions/544226/66 "2024-04-26T10:54:40Z")

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I remember implementing cel shading in Unity’s deferred renderer.  
I did get it working, but we eventuality abandoned it. The limitations of having to cram everything into the gbuffer weren’t worth it.  
I wonder if Unreal’s architecture differs enough to make this feasible for a wide range of projects.

Have you seen this thread?

> [@Creating a custom Substrate Shader Model/BSDF](https://forums.unrealengine.com/t/creating-a-custom-substrate-shader-model-bsdf/1773046):
>
> I’ve been wanting to create a custom shader model for my project for a while now, since before Unreal 5 and resources on it are few and far between. This thread will be a working journal as I (try to) get this figured out, and including all the information so others can follow along. If you have successful done this, or are working on it, please let me know! I’d love to be able to collaborate on this (or at least share info, two heads are better than one and I have no idea what I’m doing!) Follo…

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