Hello!
I’ve been curious on how powerful the Flax Engine material system is lately. So, I decided to make a cel shader.
So I had to do a bit of research on how they work, and then I followed this tutorial on how to write a cel shader in Unreal Engine. With some tweaking and fiddling, I got a similar result in Flax Engine. Note that this is done as a post processing step. Here is the finished material:
Before making this material, switch the Domain
to Post Process
and, at the bottom, switch Post FX Location
to Before Post Process Step
. Then you can make the material like above. Adjust the gradient to have more control over the cel shader’s look. Here is the final result:
As far as I can tell, this material works great with PBR materials, including normal maps and such. (Although metallic materials seem to be a bit broken)
One thing to keep in mind is that this is applied to every object inside the PostFX Volume you put this cel shader material in. I haven’t found a way to use a custom depth pass like in UE4 to only use the cel shader on certain objects.