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Material Library

Stylized material nodes and ready-to-use masters for Unreal Engine 5.8: toon shading with its own shadow map, cel and blob shadows, comic print and film / video tape post processing, dissolve and hit flash, vertex animation texture (VAT) materials and a set of PBR material functions.

Free to use under the MIT License (see LICENSE).

Supported engine: 5.8 (the content is saved in 5.8 and can't be opened in older versions). Platforms: Windows, macOS, Linux. Requires the engine plugins AnimToTexture (VAT functions) and BaseMaterial (M_Generic); both ship with the engine and are enabled with this plugin.

Material nodes

Right-click in any material graph and look under VRR. Each node is written in C++, so it compiles to the same HLSL everywhere and shows clear errors when an input is missing.

Node What it does
Vrr Toon Shading Cel shading from one art-directed fake light (scene lights are ignored). Outputs Emissive for Unlit materials, with band count, rim, specular and metallic bands.
Vrr Toon Shadow Cast shadows for toon materials, read from the Vrr Toon Shadow Caster's shadow map (1 = lit, 0 = shadow).
Vrr Blob Shadow A cel-shaded blob shadow projected onto the ground under a character (used by M_Toon_BlobShadow).
Vrr Cel Shadow Post process: a flat drop shadow behind meshes marked with the Vrr Cel Layer component.
Vrr Comic Shade Post process: comic print shading with hatching and halftone dots (Highlights, Print or Lit Falloff dot styles).
Vrr Film Grain Post process: soft, clumpy grain that changes 24 times a second.
Vrr Film Lens Post process: chromatic aberration, channel shift and softness toward the edges.
Vrr Halation Post process: the warm halo film gets around bright highlights.
Vrr Tape Grade / Tape Signal / Tape Warp Post process: the color, signal flaws and picture wobble of a worn 1990s video tape.
Vrr Dissolve Noise-driven dissolve with a glowing burn edge.
Vrr Hit Flash An emissive flash that fades out after a hit. Gameplay only writes the hit time to a parameter.
Vrr Stepped Time Time that advances in held steps, for animation "on twos" or "on threes".
Vrr UV Region Picks one material region out of a packed "UV Layouts" channel (atlas or UDIM).
AnimeToonShader_Test01

Components and actors

Add these to your actors, or place them in the level:

  • Vrr Toon Shadow Caster (actor): renders the depth map Vrr Toon Shadow reads, looking along the toon light set in MPC_ToonLighting. Place one per level that uses toon shadows.
  • Vrr Toon Boil (component) and Project Settings > VRR Toon Boil: the toon noise "boils" only while the camera or an object moves, like hand-drawn animation where held frames stay still.
  • Vrr Blob Shadow (component): keeps a blob shadow under its owner, optionally following the feet.
  • Vrr Cel Layer (component): marks its owner's meshes for the Vrr Cel Shadow post process. Needs Project Settings > Rendering > Custom Depth-Stencil Pass = Enabled with Stencil.

Content

All content lives under Plugins > Material Library Content in the Content Browser.

  • Masters/Toon: M_Toon_Base, M_Toon_Floor, M_Toon_Outline (inverted hull), M_Toon_BlobShadow, the shared MF_ToonLit function and MPC_ToonLighting (light direction and colors for every toon material).
  • Masters: M_BasicColor, M_BasicColor_VAT, M_Generic (triplanar, macro variation), M_Glass.
  • PostProcess: PPM_CelShadow (place at Scene Color Before DOF) and PPM_Film, with parameter functions for each effect.
  • Functions/VAT_v2: vertex and bone VAT playback with up to 11 animation slots (ML_VAT holds the parameters).
  • Functions: PBR channel functions (base color, normal, roughness, metallic, AO), detail normals, tiling and material layers.

Support

Questions and bug reports: GitHub issues.

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