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商品 Cel Toon Outline Post Process Material 的媒体 1

描述

Animated Video showing the stylizing power of the post process material

Overview video

Video showing the effect of each parameter

Documentation path: Content\CelToonOutlinePP\CelToonOutlinePP_Doc.pdf

For Beginners: Video on how to apply a Material To Post Process Volume

Important:

This note is for levels containing translucent objects or objects with complex materials, like skin translucency or particles. For those levels, I recommend you to use, from this product, a post-process material based on GBuffer color and rendered before translucency.

To do so you can create a material instance from one of the following materials: NK_M_CelToonOutlinePP_GBufferCol_BeforeTransl, NK_M_CelToonOutlinePP_3TransGBufferCol_BeforeTransl, or use an existing material instance provided by this product and its name contains: 'GBufferCol' and 'BeforeTransl'.

The mentioned materials also work for simple levels.

The Domain of use:

Only deferred rendering.

Only desktop platforms as target. Build tests performed only on Windows 64 bit.

Notes:

If you want in addition a painterly effect, please check out: Painterly Cel Toon Outline Post Process Material

If you want in addition the cel bands to take effect on volumetric clouds, please check out: Stylize And Fine Tune Post Process Material

Features:

Cel shading: able to choose between 2 or 3 shade transitions with customizable dark and light colors.

Outline: normal and depth outline. Color, thickness, and distance fading are customizable.

Ambient Occlusion: with customizable intensity.

Flexibility:

The post processing nature of the material makes it applicable and tweak-able for any project. Just create your postProcess volume and apply your material instance to it.

Easy and intuitive to use:

Create your material instance, tweak a few parameters, and get an infinite amount of cel toon postProcess shader styles.

Intuitive parameters' names:

No technical names, a parameter name tells exactly what a parameter does.

If the name is not enough, some parameters have descriptions, just hover over your parameter.

Performance:

Base pass shader without light map: 33 instructions

Base pass vertex shader: 44 instructions

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