Spiderverse-inspired stylized post-processing effect for Unreal Engine and Unity.
styllightin3.mp4
-
Download the
.unitypackage
from the Releases Section. -
Open/Create a new URP Unity project.
-
Import the package into the project.
-
Enable the Stylized Renderer Feature in your URP Renderer (generally in
Assets/Settings
folder) by adding theStylized Renderer Feature
to the Renderer Features. -
Control the Renderer Feature's properties by adding a
Global Volume
component to your scene. -
Add
Makra/Stylized PP
override to the Volume component. The custom post-processing contains the following components-Property Description Threshold Minimum brightness for the effect to be applied Intensity Strength/Brightness of the effect Scatter How much screen space the effect occupies Dots Density Density of the benday dots Dots Cutoff Cutoff value of benday dots Scroll Velocity Velocity of the dots scrolling over the screen -
You can use the Unity Project in
src/UnityStylizedPP
for reference.
stylunity.mp4
-
Download the Unreal Project from the Releases Section.
-
Use the map in the Unreal Project as a reference.
-
To implement the stylized post-processing in your project, migrate the
Content/StylizedPP
from the project you downloaded above to your Unreal Project. -
Add a
PostProcessVolume
component to the level. -
Make sure that
Infinite Extent
is checked in the Post Process Volume Settings. -
Assign the
M_PP_Stylized_Inst
material to the Post Process Materials. -
Control the post process properties by going to thet
M_PP_Stylized_Inst
and changing the following parameters-Property Description Benday Clip Minimum brightness for the effect to be applied Density Benday Density of the benday dots Density Line Density of the hatching lines Direction Benday Direction of Benday Pattern Direction Line Direction of Hatching Pattern Spec Mult Intensity and spread of specular highlights -
To create a stencil mask for the benday dots to be applied only on specific objects, go to project settings and change the
Custom Depth-Stencil Pass
toEnabled with Stencil
. -
In the mesh that you want to render the benday dots upon, enable the
Render CustomDepth Pass
option and change theCustom Stencil Value
to 1.
stylunreal.mp4
Contributions to the project are welcome. Currently working on:
- Fixing glitches with persistent shadows in UE5.
- Add hatching lines to the shadows in Unity.
MIT License