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

I haven’t had a chance to update the sample project, but all you have to do is move the output going to the clear coat pin to the tangent pin and it will look like it should.

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and the world looking darker than it should, and the spot light doesn’t work, what do i do to correct them…

I got the 5.5 sample working and tried coping the lighting settings found in sample level but
it just got darker now

spot or point lights dont work either

Without seeing the project I can’t really tell you. When you transfer things over they will be darker than whatever project they were in before because the tonemapper is disabled, so you have to correct your colours to the actual values you want (and disable srgb in textures among other things)

If you’re having trouble with the project settings, just build it off of the sample.

Ah yes, my bad I will go through it thoroughly n find the differences, if I don’t iil make use use of the sample project.

Also may I get a updated sample project for 5.6 :smile:

I’ll get to it eventually.

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I’ve been digging around for a material based Anime Cel Shading style that handles multiple light sources and stumbled upon this. This is fantastic. I am starting a fresh new project so I’ll give this a go tonight and let you know if I find any odd issues with 5.6. Hopefully it’ll work smoothly.

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Hello, i know i might be asking again, im sorry for that im still new to all of this


image 1: before copy pasting the shader

image 2: after copy pasting

image 3: i tried to make a open world map with same settings

As u can see the world is much darker when its like in a large landscape… so that’s wat i wanted to know what i can do to get it to look brighter.

You pick brighter colours. That’s it lol. My shading model outputs the actual colours you input into it, default unreal doesn’t.

Oh so wat u say is the only way to get the world look brighter is to change the material of the models to output actual colors to the base color rather than any textures on them that we usually connect to the base color?
but so like how do i get my sun to look like sun rn he looks he’s a fading star in the sky with so lil brightness

No. I’m saying that whatever values you input into the base or shadow colour pins is what Unreal will output. In default Unreal it “tonemaps” colours which brightens the scene significantly and completely wrecks the colour range that can be output, whereas in my shader it outputs the exact value you tell it to. Literally just change the colour to what you want it to be (and disable srgb in any texture assets).

um so i spent some time remaking with what u have said im guessing i got what u were trying to explain…

vroid model (not sure y i get a pixelated screenshot near hair part but does look a bit dull… will look into the master material if i can add some color into it…)


please tell me if i missed anything else in general, if any screenshots to look at it further i can send it as well
(i disabled srgb, shading model clear coat, and made sure it had the mf_selshader)


But i do have problems with particle systems as u can see im using a free particle called healAura.
even in general wen a particle hits it just lights up the environment as a whole in this case a blue color what’s happening here… is there something that has to be done for particles.

and the other thing would be the foliage is there anything specific u do for foliage or is it the same setup for material?

any other tips in general helps as well thank you in advanced, xD it is so exciting to finally get a shader for stylized

edit: even the sky can it be changed to make it brighter?

@Envieous hello could you please help out

I can only say set things to the actual colour you want so many times man. There’s no special tricks for particles or foliage or anything else. They all work the same as far as my shading model is concerned.

um thx sorry for disturbing you : )