Spirited Away UE4 Hatching Shader

We are sharing on 3DArt, this amazing UE4 Hatching Shader style demo video by Agape Paul Marundan, on the scene of the film Spirited Away from Studio Ghibli, in a test, we will see the video of a hatch shader using AO ray tracing in Unreal Engine, the quality achieve is beautiful.

In this experimenting video project with hatching shader, developed in Unreal Engine with Nvidia DLSS 2.0,  real-time rendering of AO Ray Tracing and Hatch Shader in EU4 we’ll see how you can be used and how the combination works very well for the final drawn look.

Spirited Away UE4 Hatching Shader

It is a technique that has the drawn effect on the post-processing of the scene in EU4, the hatching uses real-time raytracing ambient occlusion as the stencil which is partly culled by a direct-light mask. Compared to traditional screen-space AO, Raytracing AO helps keep the hatching accurate and stable, with no artefacts in motion or around the screen-edge like with traditional screen-space AO.

The thickness and pattern of the hatching will dynamically adjust based on the distance of the viewer. From a distant, the hatching appears thick and is drawn in one direction, once up close the hatching transform into a double-hatch pattern while appearing darker and denser.

A simple post-hatching process has also been applied to the effect, while the outline visualization part uses the PPCel Shader di Mr. Alwei.

PPCelShader-Post-process cell shader for UE4 from Alwei, on GitHub!

PPCelShader post-processing process for UE4 it’s free to download, released by Alwei, a creator of Indie-us Games, mainly active in Kansai (Japan).
Just add the PPCelShader effect to the post process and that’s it.

UE4 PostProcess High-quality Cel Shader

    • Specialized in cell shading (pursue cell appearance)
    • It has almost no extra features
    • 4 flexible types of schematic design
    • Dimmable with standard UE4 lights only (colours reflect well)
    • Specify the shadow colour and highlight colour
    • Dull materials and range meshes are automatically excluded from cell shaders
    • A toggle that applies the cell shader only to the target mesh with custom depth
    • Diffusion filter shader as an option

Here the link to download Unreal Engine 4 Postprocess cell shader:



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