Skip to main content

Posts

Featured

Adding Occlusion to Multicolor Soft Outline - Part II

This is second of two part tutorial. You can find first part  here . In first part of the tutorial we showed how to edit Custom Stencil buffer and send it forward to be processed via alpha channel. Today we will be adjusting Multicolor Soft Outline from  here  to make use of this information. Idea All we need to do is change the instances of SceneTexture using Stencil buffer to using alpha channel of PostProcessInput0 . At the same time we need to adjust blur Custom node to blur the edited stencil data, instead of the Custom Depth . Setup  We will  be using material PP_OutlineColored from previous tutorial. First change the setting of the material, as follows: This will set the priority of the material to be smaller than that of the PP_OcclusionCheck from the first material, meaning it will be executed after PP_OcclusionsCheck . Edits We pretty much only need to change some of the occurrences of the Stencil buffer, specifically those in the highlighted

Latest Posts

Adding Occlusion to Multicolor Soft Outline - Part I

Multicolor soft outline in Unreal Engine

Partial Post-Process Effect Application in UE4

Fixing Wrong Scene Size in Unreal 4.19+

Cel Shading Post Process In Unreal Engine

Introduction to Shaders in UE

HSV to RGB Material Function in Unreal Engine

Hatch Shading with Light Direction in Unreal Engine

View-dependent Hatch Shading in Unreal Engine