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Custom Shaders

Created with:

Unreal engine

Solo Project:

>1 weeks

For this project, I wanted to create a non-photorealistic scene and some shaders with more stylistic elements. In the end, for the base shader I developed a variant of a toon/cel shader without outlines. The cel-shader is a post-process effect that flattens and separates luminosity values into different layers based on pixel brightness. The more “layers” separating the luminosity values, the more control you have over intensity and threshold between the shadows and highlights in the scene, deciding how much contrast you want between the layers. Which makes the shader quite customizable.


FEATURES:

൦ Since it is based on DiffuseColorScene (which shows the color and textures used in materials flatly applied to objects without lighting information) any colored lights can not be renderd. However, using a normalized vector, you can reintroduce colored lights into the scene.

൦ Custom Depth, which makes you able to decide which objects should be cel-shaded. In the example scene, the water is not cel-shaded.

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I also wanted to make a tree shader that would work well with my cel-shader post process, but also works “independently” with some customizability and functions. The tree mesh is made in Tree it, with shaders made in Unreal Engine.


FEATURES:

൦ "Expand" the tree's crown with a billboard inflate.

൦ Gradient color effect through a mask. Threshold and feather effect can be adjusted through parameters.

൦ Added emissions for a "a tint of color"

൦ Can simulate wind. Windstrentgh, - speed and -weight is customizable.

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