That worked! Thanks a lot! :) Recompileing wasn't needed, well the engine automatically recompiled all shaders on loading the project. It is tempting to change more of the shader source but for me it appears rather complex with so many files and code. As for mateials being different things, it can also vary a lot what…
DeferredLightingCommon.usf line 103 //float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); uncomment 103 and comment out 104. Then in the console "recompilescripts changed" Im not sure if this will work as I don't have the ue4…
I am not sure if this will solve it but it might be worth a try. Disconnect your metallic input and only use specular with a value of 0. Having metallic connected overrides specular input. There's an If-statement for that when the shader is compiling. The proper way of doing this though is having a programmer removing all…
As far as I can tell you're going with a cell-shaded style, why use BRDF then? Just make/get a new shader that only has the things you need, like a lambertian lighting model with cell-shading clamping (I'm a UE4 scrub, but come on that's a feature that any engine MUST have). You'll save a ton on performance and headaches...
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…