Very interesting indeed. I can't believe I didn't come across it in all of my research. I've got a question, what are those "Param" nodes exactly, if you know? I believe I am using a different version of UDK than in the image; I am using the January 2010 build. The first (Param2d 'cartoonShade_pattern') node, I believe, is…
The parameter nodes have all been renamed. Thats why they don't use the long name you get. In this material there's only two kinds of parameters used. The tex2d parameter used for bitmaps like the normal map and a constant parameter like the one used for the node called uv_switch. Both of these can be made by either…
I am sorry for bumping this thread, but just in case anyone is still interested in a manga-esque shader, i've been working on one in UDK for my masters degree. Unfortunately I can't share the node setup yet as my masters degree isn't finished yet. Once it's handed in and marked though I do plan on sharing it. It's a…
vector compose and decompose (making float3 to 3 floats and vice versa) you also got to know the values of the muls and additions/substractions the minuses from top to bottom = 4 3 2 1, the mul on the right of the minuses is 5 the muls on the bottom are 16 and 9 (screen aspect ratio) and the laswt mul is a multiplier for…
I don't use Unity, but I know UDK, so here are some pointers on how it would work there. First, you will need to use CustomLighting materials, since what your described seems all like a custom solution as opposed to what UDK comes premade with. For your Specular/Shine/Gloss, you'll need to setup an Anistropic based…