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

5.8 Version released.

Thoughts on the new substrate toon shader that came out with 5.8?

I took a couple hours to look at it, and it doesnt allow actual shadow colour controls because the ramp is locked in and there’s no obvious way to change it dynamically, beyond that it’s not locked into linear colour space either making it a lot tougher to be colour accurate.

It’s nice to see Epic do something on this front, and it’s definitely a huge step up from a post process, but it doesn’t do what I need it to so I’m not using it.

Just to share our project using this hack (We change it a bit to get banding).
Character is too thin to see the effect, but you can see it on the rolling balls there.
Work perfectly! (Way better than a PostProcess for us).

Thanks a lot <3

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Would it be possible to have a version using Substrate?

I’m sure I could write one if I had a reason to, but at the moment I have no reason to port it.

Hello. I’m using Unreal Engine to create backgrounds for comics, and I’m still a beginner with materials and shaders. I’ve mainly used YouTube tutorials to make outline shaders with Post Process Volume.

I’m studying your Cel Shader 5.5 because I want a better result. Can your engine shader also be applied to regular Unreal assets or free assets?

You can apply my shader to anything you want, but it is not a magical turn assets into anime assets button. Anything you put into it needs to be designed with the style in mind, for instance you can’t just throw in realistic assets and expect them to become anime.

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