Cel/Toon Shader Post-Process Material. Highly customizable with support for Emissives, Metallic objects, Custom Depth Masking, and more.
December 6th Update: I have added a new "V3" material to this product that is intended to combine all of the best features from the previous two versions, as well as an updated outlining technique and some render pipeline improvements to raise the over-all quality of the visuals. The V3 is only available for UE4.24 and up. Versions for UE 4.23 and are now deprecated.
As of 9/1/2021: There is now a version for UE4.27, this version should also be compatible with the current and future builds of UE5. Versions for UE 4.24 and earlier are now deprecated.
This is a Cel/Toon Shader Post-Process Material designed to affordably suit the broadest assortment of scenes, assets, environments, and styles possible.
I am happy to receive feature requests for anything not included or supported, I want this product to be as useful and helpful as possible.
This shader supports all "Default Lit" materials including those using Emissive maps, Metallic maps, and Translucency. "Deferred Rendering" is supported, but "Forward Rendering" is NOT.
None of the models used in the preview images are included in this product. All of the environmental assets (except for the glowing battery made by George Hager and the UE4 mannequin) can be found in the "Sci-Fi Kitbash Level Builder" asset pack by Denys Rutkovskyi.
Video Overview coming soon.
(Note on Metallics: Due to the nature of Metallics in UE4's PBR environment, metals in low light scenes may appear black or near-black, to increase visibility it is recommended to have "Scene Lighting?" turned ON)
(Note on Translucency: Depending on your needs, you may need to change the Post-Process "Blendable Location" to "Before Translucency")
Number of Materials: 3 + 4 instances each
Supported Development Platforms: Unreal Engine 4.24, 4.25, 4.26
Supported Target Build Platforms: Windows 64-bit, and platform that supports UE4 Deferred Rendering