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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,700 Hello, in this video we're going to create a cell shading effect in Unreal 2 00:00:03,700 --> 00:00:04,539 Engine 5. 3 00:00:04,540 --> 00:00:08,360 So games like Zelda Breath of the Wild use this, and this can help make your 4 00:00:08,360 --> 00:00:09,279 game look nice. 5 00:00:09,280 --> 00:00:14,480 Before we get started, shout out to Cadeco. They made a tutorial on Unreal 6 00:00:14,480 --> 00:00:16,460 Engine 4 on how to create a cell shader effect. 7 00:00:16,720 --> 00:00:19,540 I'm going to be updating it to Unreal Engine 5 in this video. 8 00:00:20,700 --> 00:00:24,380 I'll leave a link to their website tutorial somewhere in the description of 9 00:00:24,380 --> 00:00:25,380 video. 10 00:00:28,550 --> 00:00:32,369 Okay, so to get started, what we're actually going to do is create this post 11 00:00:32,369 --> 00:00:35,910 -process effect volume, and then we're going to apply it to areas in our game 12 00:00:35,910 --> 00:00:38,090 which we want to have the cell shading effect. 13 00:00:38,610 --> 00:00:43,190 So, to create this, we just want to find some free space in your project, right 14 00:00:43,190 --> 00:00:44,950 -click, and go Create Material. 15 00:00:45,310 --> 00:00:49,630 And I'm just going to call this the PP underscore Cell Shader. So that stands 16 00:00:49,630 --> 00:00:51,350 for the Post -Process Cell Shader. 17 00:00:51,750 --> 00:00:53,590 We can double -click and open it up. 18 00:00:54,830 --> 00:00:57,150 And the first thing we want to do is just select it. 19 00:00:57,500 --> 00:01:02,000 and go over to the details here, into material, and change this to be a post 20 00:01:02,000 --> 00:01:05,480 -process. So now we're ready to create our post -process cel -shader effect. 21 00:01:05,840 --> 00:01:08,300 So the first thing we're going to do is create a lighting buffer. 22 00:01:08,560 --> 00:01:11,900 This will basically store information about how we want to light our scene. To 23 00:01:11,900 --> 00:01:16,560 do this, we can just right click and look for the scene texture, and we want 24 00:01:16,560 --> 00:01:17,560 this one, the scene texture. 25 00:01:17,900 --> 00:01:23,000 Select it, and just change this to be post -process, and we want this one, 26 00:01:23,000 --> 00:01:24,200 -process input zero. 27 00:01:25,540 --> 00:01:26,620 We want to copy this. 28 00:01:27,040 --> 00:01:31,980 and paste it again and then this time we just want to change this to be diffuse 29 00:01:31,980 --> 00:01:38,240 color then off of the color we're not actually going to be using the color of 30 00:01:38,240 --> 00:01:42,420 any of these we just want to drag up here and look for desaturation then drag 31 00:01:42,420 --> 00:01:46,520 here and look for desaturation and then we just want to divide this 32 00:01:46,520 --> 00:01:50,660 and we'll divide them by each other 33 00:01:50,660 --> 00:01:55,620 and then look for clamp 34 00:01:59,580 --> 00:02:03,680 And this will basically calculate how we want to light our level. So this is 35 00:02:03,680 --> 00:02:05,280 just going to make everything look grey. 36 00:02:05,540 --> 00:02:09,460 So for our cell shader, what we're going to do is we're going to make it so any 37 00:02:09,460 --> 00:02:14,860 pixel on our screen which has a value greater than 0 .5 is going to use the 38 00:02:14,860 --> 00:02:15,839 normal colours. 39 00:02:15,840 --> 00:02:19,560 And any pixel on our screen which has a value of less than 0 .5 is going to use 40 00:02:19,560 --> 00:02:20,760 a colour with half the brightness. 41 00:02:21,140 --> 00:02:24,500 So to achieve that effect, let's just move all these nodes backwards. 42 00:02:24,880 --> 00:02:28,140 Then right click and look for the if node. 43 00:02:30,830 --> 00:02:32,570 We want to connect from here into here. 44 00:02:34,390 --> 00:02:38,970 And for B, we want this to have a constant of 0 .5 because that's the 45 00:02:38,970 --> 00:02:43,170 we're going to be comparing it with. So if I just look for 1 on my keyboard and 46 00:02:43,170 --> 00:02:44,930 left click, this will create a constant. 47 00:02:45,230 --> 00:02:48,650 And make this 0 .5 because that's the value we're going to be comparing this 48 00:02:48,650 --> 00:02:49,650 against. 49 00:02:52,270 --> 00:02:56,630 So if a pixel has a value greater than 0 .5, what we're going to do is just copy 50 00:02:56,630 --> 00:02:57,630 this. 51 00:03:00,670 --> 00:03:02,090 and connect it into here. 52 00:03:04,450 --> 00:03:10,470 And if it doesn't we can drag off here and click multiply and make sure that 53 00:03:10,470 --> 00:03:14,970 this value is 0 .5 and then connect this into B here. 54 00:03:16,150 --> 00:03:22,850 Then just connect this into emissive color here and go to apply, close this. 55 00:03:22,990 --> 00:03:27,530 So next we want to basically apply this post process material onto our level. 56 00:03:28,060 --> 00:03:31,460 to do that we can go over here where it says quickly add things to the project 57 00:03:31,460 --> 00:03:37,260 and we just want to go to volume and look for a post process volume 58 00:03:37,260 --> 00:03:43,600 then make sure selected go to details and then we're going to look for 59 00:03:43,600 --> 00:03:49,960 so under rendering features 60 00:03:49,960 --> 00:03:54,820 we just want to click this arrow and just go add element then we want to 61 00:03:54,820 --> 00:03:59,110 choose and select asset reference then we can just drag our material onto here 62 00:03:59,110 --> 00:04:04,130 and right now this is only going to affect things which are inside of the 63 00:04:04,130 --> 00:04:09,350 to make it affect our whole level we just want to look for infinite and make 64 00:04:09,350 --> 00:04:15,870 sure we just check this and this will affect everywhere in our level now you 65 00:04:15,870 --> 00:04:19,730 notice things don't really look like they're cell shaded and that is because 66 00:04:19,730 --> 00:04:24,690 under engine is applying other effects before our post -processed material in 67 00:04:24,690 --> 00:04:28,860 order to make sure that this basically is applied before those effects we can 68 00:04:28,860 --> 00:04:35,340 just open up this material and then we want to scroll down and we want to go to 69 00:04:35,340 --> 00:04:41,280 post process material and change this to scene color after dos so this will 70 00:04:41,280 --> 00:04:45,980 basically apply this after it's applied the depth of field channel so let's just 71 00:04:45,980 --> 00:04:52,600 select it then go apply and you should see it is applying the post process 72 00:04:52,600 --> 00:04:58,460 effect nicely nice Right now, our post -process effect is affecting everything 73 00:04:58,460 --> 00:05:02,420 on our level. You may want to isolate it so it only affects certain things on 74 00:05:02,420 --> 00:05:02,979 our level. 75 00:05:02,980 --> 00:05:04,960 So, let's go over how to do that. 76 00:05:05,240 --> 00:05:07,860 So, we can do that by using a custom depth. 77 00:05:08,080 --> 00:05:12,120 This will tell Unreal Engine this is the only object we want to be affected by 78 00:05:12,120 --> 00:05:13,320 our post -process volume. 79 00:05:13,640 --> 00:05:18,780 So, if I just select my character here, I'm going to look for render custom 80 00:05:18,780 --> 00:05:21,620 depth. And just check this. 81 00:05:22,500 --> 00:05:26,160 Then we just need to make a few changes to our material that will only affect 82 00:05:26,160 --> 00:05:28,240 things which have the Render Custom Depth path. 83 00:05:28,800 --> 00:05:30,100 So I'm going to open it up. 84 00:05:32,900 --> 00:05:35,460 And then we want to add the following nodes. 85 00:05:35,660 --> 00:05:39,720 So in some free space, we just want to right -click and look for Scene, 86 00:05:42,880 --> 00:05:46,940 For this first one, we want to change this to be Scene Depth. 87 00:05:47,920 --> 00:05:49,620 Then just copy this again. 88 00:05:50,340 --> 00:05:53,470 For the second one, We want to change this to be Custom Depth. 89 00:05:54,210 --> 00:05:56,050 Then we just want to copy this one more time. 90 00:05:56,770 --> 00:06:00,050 And for the third one, we want it to be the Post Process Input 0. 91 00:06:01,650 --> 00:06:04,610 Then we just want to drag off here and look for Mask. 92 00:06:06,330 --> 00:06:07,750 And we want this one, Component Mask. 93 00:06:08,270 --> 00:06:13,130 Click this arrow, and we want to uncheck G. So we'll only be masking the red 94 00:06:13,130 --> 00:06:14,130 color channel. 95 00:06:15,090 --> 00:06:16,090 Copy this again. 96 00:06:17,610 --> 00:06:18,610 Connect it into here. 97 00:06:19,880 --> 00:06:23,140 Then we want to add an if. So if I just right click and look for if. 98 00:06:27,360 --> 00:06:29,340 Connect from A into here. 99 00:06:30,800 --> 00:06:32,040 From here into B. 100 00:06:33,720 --> 00:06:36,220 And from color into here. 101 00:06:37,480 --> 00:06:41,180 This will basically allow the only objects with the custom depth will 102 00:06:41,180 --> 00:06:43,680 have the cell shader effect applied to them. 103 00:06:44,080 --> 00:06:46,180 And then we just want to connect from this if. 104 00:06:47,140 --> 00:06:53,820 into the a is greater than b node and then connect this into emissive color 105 00:06:53,820 --> 00:07:00,000 go apply and if i just close this so now unreal engine will only apply the post 106 00:07:00,000 --> 00:07:04,680 process material to things which have the render custom depth field enabled i 107 00:07:04,680 --> 00:07:08,820 did find that no matter what i did it would always make the sky black although 108 00:07:08,820 --> 00:07:12,900 did find a fix for this so in unreal engine 5 they made it so the sky is this 109 00:07:12,900 --> 00:07:14,300 mesh if we just delete it 110 00:07:15,240 --> 00:07:20,640 Then go over to settings and make sure show engine content is enabled. 111 00:07:21,440 --> 00:07:27,760 Go over to our engine and then just look for the BP underscore sky. This should 112 00:07:27,760 --> 00:07:28,679 be in your project. 113 00:07:28,680 --> 00:07:32,080 This is what Unreal Engine 4 used to use so I'm not sure why they changed it. 114 00:07:32,300 --> 00:07:34,960 I just drag this in and this will give us a sky. 115 00:07:35,780 --> 00:07:41,120 And then just select it and for the directional light actor just change it 116 00:07:41,120 --> 00:07:44,100 this. This is what Unreal Engine 4 used to use so I'm not sure why they changed 117 00:07:44,100 --> 00:07:45,089 it. 118 00:07:45,090 --> 00:07:48,630 Okay, so now we have our sky working as normal. If we want objects to have the 119 00:07:48,630 --> 00:07:52,570 cel -shaded effect, we can just select it and then look for Render, 120 00:07:52,690 --> 00:07:59,590 Custom Depth, and if I just check it, 121 00:07:59,670 --> 00:08:01,670 this will have the cel -shaded effect on it. 122 00:08:02,740 --> 00:08:06,440 Nice. So that is how to add a cel -shaded effect in Unreal Engine. 123 00:08:06,700 --> 00:08:09,840 If you want the project files for this, they'll be available if you're 124 00:08:09,840 --> 00:08:12,860 subscribed to my website. And if you're subscribed, you get access to a bunch of 125 00:08:12,860 --> 00:08:16,580 courses like how to make a 2D platformer, an FPS game, and more. 126 00:08:18,100 --> 00:08:21,020 That's all for this video. If you enjoyed, make sure to like and 127 00:08:21,020 --> 00:08:22,400 I'll see you guys in the next one. Bye. 11598

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