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It's notoriously harduous to add custom shading models to #UnrealEngine . I was fiddling with this approach to a stylized paint style yesterday night and quite happy with the progress so far. The textures are generated in Adobe Substance 3D #SubstanceDesigner
78,906 Aufrufe • vor 3 Jahren •via X (Twitter)
10 Kommentare

It uses atmospheric lights inputs (sky+sun) and normal maps manipulation to generate additional shadowing, but this is still a default lit shader under the hood. Could easily be used as Unlit sa well. Obv inspired by Spiderverse!

@Substance3D looks sick! I was working on something similar in Unity, I haven't started with lighting yet.

@Substance3D Interesting. Are you doing anything in the render pipe at all, or just writing and sampling values and render targets?

@Substance3D Just a regular lit shader for now, no render targets either, although I'll probably combine it with some post process effects. Very much WIP :)

@Substance3D Nice! I used what I suppose to be a similar approach to achieve a hatching effect a couple of years ago... If your shader has a huge custom node with some HLSL, that is! ;)

@Substance3D No custom hlsl (so far ;) )! I'm still improving and optimizing it, actually the main ingredient is mostly the normal map! Will share a breakdown when it's done

@Substance3D Omg you’re my god man

@Substance3D haha wow merci xD

@Substance3D That’s a lot of fun, great look and very nice shader work!

It looks amazing, I love it! ✨
