Advanced Cel Shader Tutorial - Sample Island Setup

This guide is for setting up the sample content for the cel shader. If you're looking for a basic getting-started guide, please click here. If you've purchased the Advanced Cel Shader Pack, changes are you wondered where the sample island is. Well, it's there, but due to the way the Unreal marketplace works, the project files it needs aren't. Fortunately, this is easy to fix. Watch the video below for a quick tutorial on how to set up the sample project. You'll be running around the sample island in no time! Note: you can find the supporting input files under the Download section. read more »

Advanced Cel Shader Pack User Guide

This is the Advanced Cel Shader Pack - a post-process asset that can be added to any game to provide detailed and gorgeous cel shading. What is the shader? To see it in action, look at the right side of this image: It's essentially a post-process effect that analyzes various buffers from the render pipeline and redraws them in realtime. It's fast - the speed cost on top of the existing render pipeline is minimal. Controls The cel shader gives you an array of ways to tune and control your cel shading: Each group provides control over an aspect of the cel shader. Cel Detail Shading Detail lines are derived from edge detection of the rendered scene. These controls allow you to strengthen and fade the effect and control how strongly subtle aspects are shaded. This effect can turn a simple, blurry read more »

How to texture for cel shading

This is the first post in a series of tutorials designed to bring you up to speed with the cel shader and learn all the tricks along the way. This time, we'll be covering texturing. Fundamentals One of the most basic aspects of the cel shader - detail shading - depends entirely on differences in pixel hue or luminosity; that is: colour and brightness. Where there is a rapid change in colour and brightness between two pixels, a line is drawn. The bigger the difference, the darker the line. A great example can be seen here, where two subtly different sand textures meet: Although the textures are similar enough to see the line dividing them, they're different enough in brightness that the cel shader applies a soft line. The other aspect to consider is that cel-shading takes place in screen-space, so different read more »