Friday, March 27, 2020

FMP: Week 12 Friday

On Friday, I imported everything into UE4 and dressed the scene. I also worked on the shader to try and capture a similar vibe to games like botw, animal crossing and other stylised games with cel shaders/custom shaders etc.

Initially, I tried using this cel shader tutorial, but found that the cell shading was too sharp for what I wanted, which was more in line with the style of animal crossing. I wanted to bring the base colours into the scene more without losing the pbr aspects of the scene, with shadows being blocky like seen in cel shaders, but softer around the edges.

example of animal crossing's shader
Shader that I developed
I changed the shader from the tutorial to use a lerp node instead of an if node, so that I could soften the edges of the shadows while still being able to change the tint, darkness and blend level.
Instance parameters
I then added this shader to the post process input

After this, I decided to add another cell shader specifically for the characters to reach a similar effect to breath of the wild or genshin impact:

This shader was a clone of the last one with these additional nodes to sharpen the shadows and to enable it only on custom depth objects.
shader as seen on the character
Instance parameters
This time, I kept the post process scale at 1.0.

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