The link isn’t working for me. Would it be possible to get another link or file? I’ve spent so much time trying to find and replicate your style, and despite following numerous tutorials, I still haven’t been able to achieve the results I’m hoping for.
Hi, what skeletal mesh bug were you referring to here? Is it still an issue?
I don’t know if Epic fixed it, it was an error with their new interchange mesh importer. I ended up disabling it and going back to the old importer.
5.6 Version is released. Lightmaps are supported now. Shadow colour goes into Tangent pin instead of Clear Coat now.
I’ve never used this, but likely will someday. I just want to say thanks for all the dedicated work you do.
Many anime-babes unto you in the afterlife.
Inshallah.
Just went to check if there is some UE 5.6 version of this fine code but it looks like git repo evaporated. Did something happen?
You’re not logged in on Github. (and/or you havent linked your Epic account to your Github account)
Thanks!
Totally forgot that I use a different account at work.
Hi~ nice shader here, being able to just copy paste and get the result without build source is wonderful, just wondering any way to adjust the shadow banding division, and color on shadow terminator ?
No. The information to do those things doesn’t exist by default.
I love the shader. On top of that I’m really impressed, that it works just by replacing hlsl code out of the box.
Is there a way to make additional lights (point/spot etc) to also influence the shadow part like the directional light does? In other words: Can we get Nicolas Cage also from the shadow of the other lights?
At first I thought that mentioned specular setting does that, but during the tests I realized that is not the case.
I know that this shading model is made for your game (I also wishlisted it), so the way it works now it tweaked to suit its purposes, but is it actually possible or is there any technical limitation?
It’s possible to change light behaviour, sure, but the question is what should that behaviour be? Shadow colour is basically just what should this surface be when no light is affecting it. The way it works now, defining it as the ambient colour determined by the directional light is the most sensible way to make it work that I could think of.
Thank you for your answer.
My basic idea was as follows:
I have my comic like scene. I lighten everything with directional light and use its magic shadow to draw the parts in the shadow in a custom Nicholas Cage technique. In such situation unfortunately there are many parts where my light just didn’t cross over - this usually happens in obscured spaces (inside of the buildings and more). So in such situations I would use point lights or actually a spot light, with the help of Nicholas Cage I can also cover parts in the spot lights shadow as a custom graphics.
I took a pick at the shader code - it is so huuuge, that you got my upmost respect for understanding it all!
The reason I don’t do this is because for interiors it causes things to have far too much contrast because interior lights are typically much less powerful than the primary light source. I used to do what you’re suggesting and it just didn’t look good, and while this could be worked around by making specific materials for specific areas/rooms, that’s a lot of added work, and it was a pain in areas where the primary light and the secondary lights meet.
Well, I tried to modify the shader code but it it is too hard for me. I failed misarebly. Is there a chance you still have your old code or just give me a few pointers where I should modify the code? At first I thought it was in AccumulateDynamicLighting but now I’m not so sure.
I never made it properly functional, it was just an experiment that was never made into anything proper from when I added multiple light supports. If you wanted to mess with it, deferredlightingcommon.ush is where you’d want to look, and you’d probably want to implement the blending modification (in lightrendering.cpp iirc which) in the original experiment branch. That requires a source build but unfortunately there’s no way to change how results blend without a source change.
hello @Envieous, thank you for the shader, I installed it like the instructions and opned a level i noticed that the world has gone dark than before may i know y, or how to fix it?