Cel/Toon Shader Post-Process Material. Highly customizable with support for Emissives, Metallic objects, Custom Depth Masking, and more.
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.
(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: 2 + 4 instances each
Supported Development Platforms: Unreal Engine 4.21, 4.22, 4.23, 4.24
Supported Target Build Platforms: Windows 64-bit, and platform that supports UE4 Deferred Rendering