As I know, yes. But you can call it two tone shader too. The easiest way to get this effect, is to make a material with custom lighting, and with something similar setup as this:
If you want outlines too, then you can do it with an edge detecting post process shader, or with duplicated, pushed, and then inverted geometry with backface culling (but udk is not drawing the backfaces by default, so you can leave the last step).
Or just L . N, multiply a number depending on how many different shades you want, floor or ceil the value and divide by the same number you multiplied it with.
You could also use ramps to define the colour, just input the lambertian term into the UVs of the ramp texture.
Mmmm. Maybe, but then it would be a post process effect. As I know you don't have access to the light vector, and you can't make custom lighting at all in deferred rendering, at least with nodes... probably a hand written shader code would work.
And maybe the Unreal Engine forums would give you a more detailed answer on this. There are a lot of great inventions .
Replies
If you want outlines too, then you can do it with an edge detecting post process shader, or with duplicated, pushed, and then inverted geometry with backface culling (but udk is not drawing the backfaces by default, so you can leave the last step).
You could also use ramps to define the colour, just input the lambertian term into the UVs of the ramp texture.
And maybe the Unreal Engine forums would give you a more detailed answer on this. There are a lot of great inventions .