找回密码
 立即注册
搜索

[材质/贴图] CelEdge - Cel Shading Outline Post Process轮廓后期处理

[复制链接]
81 |0
发表于 2024-4-18 15:26:10 | 显示全部楼层 |阅读模式

















Package includes 1 Post Process material with around 200 instructions
Outlines are robust and naturally vary in width, large distances are thicker and short are thin
Your choice of outline color or you can base it off the scene's color
Cel shading available in two forms, a two-tone with a gradient blend, and a band based also with a variable sharpness gradient blend
Fully commented nodes (short descriptions)
Includes sample scene and meshes

Setup:
Make sure you have a post process volume in the level with 'unbound' or 'infinite extent' checked
add the material as a post process asset
you may need to change from temporalAA Anti Aliasing as it creates flickering (FXAA recommended)
Adjust the variables as you see fit, be sure to back up a copy to reference default values

技术细节
Features:
Outline
global thickness
edge tolerance
edge gradient
'Cel' Shading
Banding or Two-tone
gradient sharpness (pow nodes)
darkness
shadow adjustment (also see your lights' settings)
responds to all/any lights
transparency isn't erased (see included glass example)
Comparison
Set Compare to 1 to see original side-by-side with end result


包装包括1份后处理材料和大约200份说明
轮廓稳健,宽度自然变化,大距离较厚,短距离较薄
轮廓颜色的选择,或者可以基于场景的颜色
Cel着色有两种形式,一种是具有渐变混合的双色调,另一种是基于渐变混合的可变清晰度带
完全注释的节点(简短描述)
包括示例场景和网格

设置:
确保在选中“unbound”或“infinite extent”的级别中有一个处理后卷
将材料添加为后期处理资产
您可能需要更改temporalAA消除混叠,因为它会产生闪烁(建议使用FXAA)
根据需要调整变量,确保备份一份副本以引用默认值

技术细节
特征:
概述
全局厚度
边缘公差
边缘梯度
“Cel”着色
带状或双音
梯度清晰度(pow节点)
黑暗
阴影调整(另请参阅灯光设置)
响应所有/任何灯光
透明度不会被擦除(请参见附带的玻璃示例)
比较
将“比较”设置为1,以并排查看原始结果和最终结果





回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

快速回复 返回顶部 返回列表