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Hello, in this video we're going to
create a cell shading effect in Unreal
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Engine 5.
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So games like Zelda Breath of the Wild
use this, and this can help make your
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game look nice.
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Before we get started, shout out to
Cadeco. They made a tutorial on Unreal
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Engine 4 on how to create a cell shader
effect.
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I'm going to be updating it to Unreal
Engine 5 in this video.
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I'll leave a link to their website
tutorial somewhere in the description of
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video.
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Okay, so to get started, what we're
actually going to do is create this post
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-process effect volume, and then we're
going to apply it to areas in our game
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which we want to have the cell shading
effect.
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So, to create this, we just want to find
some free space in your project, right
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-click, and go Create Material.
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And I'm just going to call this the PP
underscore Cell Shader. So that stands
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for the Post -Process Cell Shader.
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We can double -click and open it up.
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And the first thing we want to do is
just select it.
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and go over to the details here, into
material, and change this to be a post
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-process. So now we're ready to create
our post -process cel -shader effect.
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So the first thing we're going to do is
create a lighting buffer.
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This will basically store information
about how we want to light our scene. To
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do this, we can just right click and
look for the scene texture, and we want
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this one, the scene texture.
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Select it, and just change this to be
post -process, and we want this one,
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-process input zero.
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We want to copy this.
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and paste it again and then this time we
just want to change this to be diffuse
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color then off of the color we're not
actually going to be using the color of
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any of these we just want to drag up
here and look for desaturation then drag
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here and look for desaturation and then
we just want to divide this
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and we'll divide them by each other
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and then look for clamp
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And this will basically calculate how we
want to light our level. So this is
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just going to make everything look grey.
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So for our cell shader, what we're going
to do is we're going to make it so any
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pixel on our screen which has a value
greater than 0 .5 is going to use the
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normal colours.
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And any pixel on our screen which has a
value of less than 0 .5 is going to use
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a colour with half the brightness.
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So to achieve that effect, let's just
move all these nodes backwards.
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Then right click and look for the if
node.
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We want to connect from here into here.
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And for B, we want this to have a
constant of 0 .5 because that's the
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we're going to be comparing it with. So
if I just look for 1 on my keyboard and
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left click, this will create a constant.
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And make this 0 .5 because that's the
value we're going to be comparing this
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against.
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So if a pixel has a value greater than 0
.5, what we're going to do is just copy
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this.
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and connect it into here.
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And if it doesn't we can drag off here
and click multiply and make sure that
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this value is 0 .5 and then connect this
into B here.
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Then just connect this into emissive
color here and go to apply, close this.
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So next we want to basically apply this
post process material onto our level.
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to do that we can go over here where it
says quickly add things to the project
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and we just want to go to volume and
look for a post process volume
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then make sure selected go to details
and then we're going to look for
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so under rendering features
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we just want to click this arrow and
just go add element then we want to
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choose and select asset reference then
we can just drag our material onto here
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and right now this is only going to
affect things which are inside of the
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to make it affect our whole level we
just want to look for infinite and make
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sure we just check this and this will
affect everywhere in our level now you
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notice things don't really look like
they're cell shaded and that is because
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under engine is applying other effects
before our post -processed material in
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order to make sure that this basically
is applied before those effects we can
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just open up this material and then we
want to scroll down and we want to go to
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post process material and change this to
scene color after dos so this will
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basically apply this after it's applied
the depth of field channel so let's just
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select it then go apply and you should
see it is applying the post process
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effect nicely nice Right now, our post
-process effect is affecting everything
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on our level. You may want to isolate it
so it only affects certain things on
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our level.
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So, let's go over how to do that.
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So, we can do that by using a custom
depth.
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This will tell Unreal Engine this is the
only object we want to be affected by
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our post -process volume.
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So, if I just select my character here,
I'm going to look for render custom
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depth. And just check this.
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Then we just need to make a few changes
to our material that will only affect
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things which have the Render Custom
Depth path.
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So I'm going to open it up.
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And then we want to add the following
nodes.
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So in some free space, we just want to
right -click and look for Scene,
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For this first one, we want to change
this to be Scene Depth.
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Then just copy this again.
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For the second one, We want to change
this to be Custom Depth.
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Then we just want to copy this one more
time.
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And for the third one, we want it to be
the Post Process Input 0.
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Then we just want to drag off here and
look for Mask.
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And we want this one, Component Mask.
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Click this arrow, and we want to uncheck
G. So we'll only be masking the red
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color channel.
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Copy this again.
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Connect it into here.
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Then we want to add an if. So if I just
right click and look for if.
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Connect from A into here.
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From here into B.
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And from color into here.
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This will basically allow the only
objects with the custom depth will
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have the cell shader effect applied to
them.
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And then we just want to connect from
this if.
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into the a is greater than b node and
then connect this into emissive color
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go apply and if i just close this so now
unreal engine will only apply the post
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process material to things which have
the render custom depth field enabled i
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did find that no matter what i did it
would always make the sky black although
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did find a fix for this so in unreal
engine 5 they made it so the sky is this
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mesh if we just delete it
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Then go over to settings and make sure
show engine content is enabled.
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Go over to our engine and then just look
for the BP underscore sky. This should
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be in your project.
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This is what Unreal Engine 4 used to use
so I'm not sure why they changed it.
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I just drag this in and this will give
us a sky.
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And then just select it and for the
directional light actor just change it
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this. This is what Unreal Engine 4 used
to use so I'm not sure why they changed
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it.
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Okay, so now we have our sky working as
normal. If we want objects to have the
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cel -shaded effect, we can just select
it and then look for Render,
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Custom Depth, and if I just check it,
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this will have the cel -shaded effect on
it.
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Nice. So that is how to add a cel
-shaded effect in Unreal Engine.
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If you want the project files for this,
they'll be available if you're
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subscribed to my website. And if you're
subscribed, you get access to a bunch of
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courses like how to make a 2D
platformer, an FPS game, and more.
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That's all for this video. If you
enjoyed, make sure to like and
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I'll see you guys in the next one. Bye.
11598
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