
Unreal Engine 5
2 Weeks
Combined Shader
This project was created as part of a school assignment where the goal was to develop a custom shader of your own choice.

The Project
For this project I created a combined stylized shader, by creating a collection of shaders that wouold give off a hand painted and cartoon-inspired look. The shader comines three seperate effects: a cell shader, outline and a painted filter.
The goal was to create a flexible material that could be adjusted in Unreal Engine trough exposed parameters to get various visual styles.

Cel Shader
I started by building the cel shader as the foundation of the material. Instead of a simple two-tone lighting setup, I created adjustable lighting bands to provide more control over how light changes across the enviroment.
Each band can be individually adjusted in terms of brightness, contrast and hue. This makes it possible to experiment with different lightning styles while keeping the underlying materials unchanged.
One of the main challenges was finding a balance between clearly defined bands and natural-looking lighting. Too few bands made the enviroment look flat, while too many quickly became messy and dufficult to keep track of.


Outline
The second stage was adding an outline to help make clear distinctions between objects.
I created parameters for outline thickness, sensitivity, amount and color, allowing the effect to be adjusted depending on the desired style.
A challenge here was controlling how the outline reacted to different surfaces. I decided to focus on making the effect adjustable rather than using one fixed value since different enviroments would require different seetings.

