So I was messing around with creating art styles for my next game and ended up getting caught up in making a cell shader :P
So far I have
Textures supported- Diffuse
- Normal
- Spec Colour
- Spec Strength
- Spec transparency
- Lighting Banding
Other- One Directional light or point light
- Skylight/ambient light control
- Post process to control shadows
- Sobel Edge (courtesy of Allar's awesome little freebie)
Once its finished I plan on doing a tutorial but first, I would love to know what you want out of this kind of system, what controls/functionality would you like to have?
Replies
Making windwaker shading is pretty easy :P
Is this just a material or did you change some code?
Here are some suggestions (don't know if those things are possible to achieve):
-setting number of steps and possibility to to control the color of every step
-being able to control what the shadowed parts look like via texture
-mix cel shading and normal shading for a smooth transition
The band control is a texture so it can be any colour and as many bands as you like
@SUB I will look into adding texture control to the shadow elements
@Oniram The post process handles lights really well but the material version will be limited in the number of lights. I am currently planning on splitting materials by creating an interior and exterior material. Interior looks for the nearest point light while exterior finds the directional.
The biggest problem at the moment is that the material only version doesn't shadow properly.
http://www.strangelynamed.com/tutori...n-ue4-material
Cel Shaded.
Original
https://www.youtube.com/watch?v=9YQEAvvzh0k