For my first attempt of produce something on the Unreal Engine, I choose to do implement an awesome watercolor shader paper I found. Due to my limited knowledge of Unreal and some limitations of the engine, I only did an approximation of the paper technique. I will continue to improve this shader as I progress on my studies of the engine. I'll put some pictures later.
Copy the folder Materials on project root to your project or use my project as base to your own.
There is a shader named M_BaseMaterial you can base your own shaders. Every object on the scene must have a material based on this shaders. Also, four post-processing shaders must be added to your Post Processing volume in order:
- M_CelShader
- M_Wobbling
- M_Edge
- M_Paper
- Fork it!
- Create your feature branch:
git checkout -b my-new-feature
- Commit your changes:
git commit -am 'Add some feature'
- Push to the branch:
git push origin my-new-feature
- Submit a pull request :D
This project was based on the paper
Bousseau, Adrien, Matt Kaplan, Joëlle Thollot and François X. Sillion. “Interactive watercolor rendering with temporal coherence and abstraction.” NPAR (2006).
This code is released under a MIT License.