LordAlbior / UE4-Watercolor

A Watercolor post-processing shader for Unreal Engine

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Watercolor UE4 Post-Processing Shader

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.

Installation

Copy the folder Materials on project root to your project or use my project as base to your own.

Usage

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

Contributing

  1. Fork it!
  2. Create your feature branch: git checkout -b my-new-feature
  3. Commit your changes: git commit -am 'Add some feature'
  4. Push to the branch: git push origin my-new-feature
  5. Submit a pull request :D

Credits

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).

License

This code is released under a MIT License.

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A Watercolor post-processing shader for Unreal Engine

License:MIT License