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Advanced Cartoon Shader - UDK

grand marshal polycounter
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Obscura grand marshal polycounter
Hi everybody! After seeing questions about cartoon shaders many times in the Technical Talk Thread, I decided to make an Advanced Cartoon Shader that everybody can download, try out, or use. You can download it from here.

When You want to use it, You just need to create an instance from the original material, and change the parameters.

Here are the features list/help:

Shader Parameters Group:

-Ambient Color Brightness - Controlling the ambient color (grayscale).
-Shadowing Steps - Determines how much "shadowing steps" it uses.
-Specular Steps - Determines how much "specular steps" it uses. (Because of the method that it uses, 2 gives 1 step, 3 gives 2 steps, 4 gives 3 steps, etc.)
-Use Outline - If its enabled, then the shader will use outline. If its disabled, then not.
-Diffuse color - Diffuse color (Available only if the "Use Diffuse Map" option isn't enabled)
-Specular Level - Intensity of the specular (grayscale)
-Glossiness - Glossiness of the specular (grayscale)

Outline Parameters Group:

-Outline Color - Color of the outline (RGB)
-Outline Color from Diffuse - Sets the outline color to the same as the diffuse color/map
-Darkening (Available only if the "Outline Color from Diffuse" Option is enabled) - Determines how much darkening it will use on the outline, that is currently using the diffuse colors (basically diffuse color darkening)
-Outline Width - Width of the outline (lower value gives wider outline)

**Outline width will change when you view the model from closer/further.

Textures Group:

-Use Diffuse Map - If its enabled, then you can use diffuse texture
-Use Normal map - If its enabled, then you can use a normal map texture
-Use Specular Map - If its enabled, then you can use specular intensity texture
-Use Glossiness Map - If its enabled, then you can use glossiness map
-Specular Map Intensity - Control over the specular map's intensity
-Glossiness Map Intensity - Control over the glossiness map's intensity
-Vertical Tiling - Value for the vertical tiling on the textures
-Horizontal Tiling - Value for the horizontal tiling on the textures

Specular Map need to be in the alpha channel of the Diffuse Map
Glossiness Map need to be in the alpha channel of the Normal Map

Because of the fresnel method on the outlines, the outlines looks good only on organic/rounded objects!!
Version for the hard edged/angular meshes is coming soon!

A few examples:
28gj.jpg

Instance:
54q2.jpg

And the shader network:
a3i4.jpg

Have fun, I hope its useful!
Comments and/or critiques are very welcome :D

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