Stylized Rendering System (Cel-Shader)

A feature-rich, highly customizable, post-process-based cel-shading solution for your stylized projects! Easy to add with no engine modifications required. Now supports UE5!

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Description

Quickly and easily cel-shade your characters, objects, and visual effects and add up to 25 different customizable styles of outlines to your scene!

SRS allows you to create a variety of different, dynamic art styles for your projects, mimicking the art style found in anime, cartoons or manga. Little to no technical knowledge is required!

Are you looking for a cel-shader that works on mobile, supports refraction and features material-level control of nearly every cel-shading parameter?

Take a look at the Mobile Version of SRS: Stylized Rendering System for Mobile/VR (Cel-Shader)!

Patch Log: Stylized Rendering System Version 2.1

15th November, 2023

This minor patch fixes some bugs and provides additional warning messages to guide users while using SRS.

– Warning Message: SRS now displays a warning message when attempting to use Secondary Bounds with the ‘Effects’ Quality Setting not set to Epic. A similar warning is shown when attempting to use the Fog Actor with the same quality setting.

– Automatic Lighting Adaptation now automatically disables itself if the SRS Actor is added to a scene/refreshed, when there is no SkyAtmosphere in the scene. It needs to be manually enabled again in this case.

– Fixed ‘Blendable Priority (Read Only)’ not updating correctly and generating an error message in the SRS Actor.

– The Demo Room Character now uses Material Based Outlines to show how those could be used in your project

– The Demo Room Character now has hard-coded controls so it is controllable even in projects that do not have the same keybinds setup.

Patch Log: Stylized Rendering System Version 2

6th July, 2023

With this brand new update to Stylized Rendering System (UE5.0+), you can expect many brand new features – such as reflections, fog, shadow biasing – as well as many improvements and code-overhauls.

NOTE: Some new features require the scalability setting ‘Effects’ to be at ‘Epic’ or ‘Cinematic’. Lower settings currently break these features, as well as the cel-shading. I’m looking into adding an option to disable these features, so that lower ‘Effects’ settings can still be used, without breaking the cel-shading.

New Features

– Fog Actor: Easily add SRS-compatible exponential height fog to your scene. Can also serve as a basis for creating custom srs-compatible fog materials.

– Reflection Actor: Add cubemapped reflections to your scene and control the strength and blur through SRS’s material properties.

– Opaque and Translucent Outlines: Material-based outlines, that are more robust and performant than the standard post-process outlines.

– Color Based Outlines: Add strokes to the “inside” of surfaces along color transitions

– Rimshadow: A rimlight, but in shadows on non-metallic objects. Adds detail that is especially useful when character is fully in shadow.

– Shadow Biasing: Force or hide shadows from within materials using textures.

– Dark Shadow: Mask out areas that should have a darker shadow – only if SRS draws a shadow to that area. Allows you to add dynamic detail to shadowed surfaces

– Secondary Bounds: Allows you to limit where SRS actor take affect to be able to use multiple SRS actors simultaneously!

– Auto Apply Custom Depth: Tool within SRS actor to automatically enable custom depth on meshes that use an SRS compatible material.

Improvements

– Cel-Shader:

– Highlight and Rimlight color can now be modified individually.

– Light direction can now be overwritten in the SRS actor

– Maximum cel-shading distance for masking out sky can now be overwritten from within SRS actor settings

– Atmosphere parameters are now taken into consideration to better match the lighting automatically (requires atmosphere)

– Cel-Shader Feature Control vastly expanded

– Cel-Shader material instance features check-box to use pattern input for brightness input instead. (Make sure to set min and max thickness to 1)

– Post-process outlines:

– Directly control the amount of samples to increase outline quality at the cost of performance.

– Select whether to draw inside or outside of meshes

– Select whether to draw in front of or behind translucent meshes

– Now features setting to scale all outline types at once

– Outline scale at distance is now more consistent with less tweaking required

– Daytime Controls:

– changing of active directional light in SRS no longer requires modifying the light components. Instead the sun should be marked with a

AtmosphereSunLightIndex of 0 – a moon with a 1.

– Highlight/Rimlight opacity and color can now be controlled independently

– Bounds renamed to primary bounds that can now be feathered.

– Updated Icons to match UE5’s icon style

Bug Fixes:

– Fixed updating of daytime refreshing cel-shader correctly while playing

Update II: Patch Notes

With the Update II for UE5 and up, you’ll see bugfixes, slight code cleanup and the new ‘Screen Percentage’ input.

Bugfixes:

Major Content Update I: Patch Notes

The Major Content Update I is a free update for all owners of SRS. It is available for UE4.27 and higher versions.

Technical Details

Number of Blueprints: 3 (+ 4 Demo Blueprints)

Performance: No noticable performance decrease when playing in editor with SRS and one outline type enabled. (Tested on AMD Ryzen 5 3500X, Radeon RX 570, 8GB of RAM)

Known Compatibility Issues: Ultra Dynamic Sky

Replication: Local

Supported Development Platforms: All

Windows: Yes

Mac: Yes(Set the D3D11 Tesselation Mode in the master material to No Tesselation to improve performance)

Documentation: [TUTORIAL SERIES ON YOUTUBE]

Important/Additional Notes: All Styles shown in the trailer and in the product images were created using SRS, however not all shown styles are shipped with SRS. SRS is simply a tool for creating cel-shaded styles.

Supported Engine Versions

4.26 – 4.27, 5.0 – 5.3