Unreal Engine 4 implementation of tonal-art-map-based real-time hatching
Jiffycrew Hatching is an Unreal Engine 4 implementation of tonal-art-map-based real-time hatching. The tonal-art-map-based hatching is a real-time rendering technique introduced in "Real-Time Hatching" SIGGRAPH paper (http://hhoppe.com/hatching.pdf), which uses a special kind texture structure to draw a 3D scene using 2D strokes.
Strokes are created rather than scaled.
The key difference of this technique from ordinary stroke texture mapping is that it creates or removes strokes when depth changes. While the width of strokes are changed in ordinary stroke texture mapping, this technique creates strokes and preserves their width. This property makes the whole scene rendering as if the strokes are drawn in the 2D screen space like in hand-drawing on papers, no matter where the camera is.
Finally on UE4
The implementation of tonal-art-map-based hatching on UE4 is challenging because it requires multi-pass rendering which is not provided in UE4. We believe that no UE4 implementation has been available since UE4 was launched because of this reason, while we can find several Unity engine implementations.
To provide a unique and novel rendering style to UE4 game developers, Jiffycrew has researched possible solutions to overcome this limited condition more than 6 months. We believe that we finally found a reasonable solution and now release this product in the Unreal Marketplace.
Texture Resolutions: (complete list)
Number of Materials: 2 key materials, 12+ demo material instances
Do Materials derive from a Master Material with instances as variation: No
Number of Textures: 6 textures
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows