Christopher Sims Profile picture
Jan 14, 2022 6 tweets 4 min read Read on X
Perfect edge detection for Unreal & Unity. It's painful adjusting Depth/Normal thresholds and rendering still misses edges or picks up artifacts. The solution is a perfect input map like the colors you see here. Project files in the thread📂🧵👇 #UnrealEngine #unity3d #gamedev
Vertex colors on the models make for a perfect screen space texture for identifying and shading edges. The IDMapper Blender addon quickly identifies similar geometry, and lets you tweak the level of detail blendermarket.com/products/idmap…
Rendering the vertex colors to a texture and then sampling it for edges is a well covered topic, here is my approach for both engines. Unreal Engine 4: github.com/chrisloop/UE4_…. Unity 2020 HDRP: github.com/chrisloop/HDRP… Image
Another amazing tool for vertex coloring and doing lots of greeble detail in seconds is RandomFlow by @blenderguppy. Worth every penny blendermarket.com/products/rando… Image
For landscapes, cloth and other models with overlapping geometry from the camera view I throw in a tiny bit of depth based edge detection. This is included in the Unreal project files.
URP implementation: github.com/chrisloop/URP_…

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More from @csims314

Jul 7, 2021
Finally! Here it is - my free #UE5 Lumen and Nanite compatible toon shader. 3 methods for cel shading, 7 methods for outlines, and a custom function example. 🧵Breakdown thread below (1/15) 👇github.com/chrisloop/Unre… #UnrealEngine5 #gamedev
This is an unlit surface shader. The diffuse and specular colors are based on the main directional light in the scene. Very consistent results, but we can do more... (2/15) #UnrealEngine #GameDev #ToonShader Image
Here I desaturate the final render, mask out the shadow and change it’s color to match the cel shading bands (3/15) #UnrealEngine #GameDev #ToonShader Image
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