Cel-Shader & Outline 高度可定制的遮阳材料/照明系统。网格轮廓也包括在内。这是一个不使用后处理的细胞着色系统。它有五种不同的灯光类型和许多选项来定制项目的外观。轮廓材料也包括在内,包括倒置船体和后处理。
技术细节
特点:

独立控制阴影/镜面反射阈值、颜色、灯光影响、亮度、菲涅耳等的材质实例选项。
阴影/镜面反射阈值可以通过顶点颜色值或纹理来偏移。这与GG XRD等Arc System Works游戏中使用的技术类似,可以让艺术家更好地控制网格的哪些部分被着色、照亮或高亮显示。当使用倒置船体轮廓时,同样可以用于控制轮廓厚度。
五种不同的灯光类型:平行光、点光源、聚光灯、区域光源和阴影光源。
灯光位于单独的通道上,并且可以与材质实例中可单独选择的其他通道相结合。
所有cel-shade灯光都是可移动的,并且有各种选项,包括颜色、亮度、范围和衰减,所有这些都可以在运行时更改。
虽然有8个不同的cel-shade光通道,但可以在各自的材质功能中添加更多。
UE4的照明也可与cel-shade照明结合使用。
反向船体网格轮廓随着距离而缩放,并包括一个噪波选项,用于具有不同线条粗细的更加风格化的轮廓。
后处理轮廓也包括在内,作为倒置船体轮廓的替代方案
“简单”的cel-shader材质,具有较少的功能,但比主要的cel-shader材质更具性能且更易于使用。
材料:2个单色母版,3个轮廓母版

蓝图:Cel-shade灯

Features:

Material instance options to independently control shadow/specular thresholds, colors, light influence, brightness, fresnel, etc.
Shadow/specular thresholds can be offset by vertex color values or Textures. This is similar to a technique used in Arc System Works games such as GG XRD to give artists more control over what parts of a mesh are shaded, lit, or highlighted. The same can be used to control outline thickness when using an inverted hull outline.
Five different light types: directional, point, spot, area, and shadow.
Lights are on separate channels and can be combined with other channels individually selectable in Material instances.
All cel-shade lights are movable and have various options including color, brightness, range, and falloff, all of which can be changed at runtime.
There are 8 different cel-shade light channels although, more can be added in the respective Material function.
UE4’s lighting can also be used in conjunction with cel-shade lighting.
Inverted hull mesh outlines scale with distance and include a noise option for a more stylized outline with varying line thickness.
Post process outline is also included as an alternative to inverted hull outline
“Simple” cel-shader Material that has fewer features, but is more performant and easier to use than the main cel-shader Material.
Materials: 2 Cel-shade Master, 3 outline Master

Blueprint: Cel-shade light

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