Cel-Shaded / Stylized Material in Unreal Engine

If you follow this blog or my YouTube channel, you probably know that I’m an advocate for all things procedural in Unreal Engine. Whether it’s 3D workflows, in-editor tools, or my favorite—procedural and easily customizable shaders—this approach brings me a lot of joy. Creating content this way allows for greater flexibility and easier testing of new ideas. As a tech artist, I want to explore new techniques and continually grow. The topic of stylized graphics is perfect for this.

Deadlink – a game we created as part of Gruby Entertainment – was an excellent creative sandbox for our team. Working closely with the art director, we managed to develop a relatively unique visual style. After many years of experience with Unreal Engine, I know one thing – creating stylized projects can be a bit challenging.

The experience I’ve gathered with the Deadlink project, the battle-tested techniques, and the non-PBR approach allowed me to start working on a highly flexible ’Advanced Stylized Framework.’ The first step was developing the stylized glass shader, which I recently wrote about here. The next step was creating a master material that, thanks to its modularity, can be used for most objects. My goal was to create a user-friendly system that can be modified as needed.

Below is a brief description of the material features that can be enabled based on the artist’s choice. Take a look at the video to see these features in action.

  • Color
    A vector or texture based color that is a base for other procedural effects
  • Procedural Gradient
    A black-and-white gradient with convenient controls and a preview mode. It is used as a mask that interpolates two colors. Color banding is supported (for a sharp color transitions)
  • Detail Layer
    A texture-based detail using triplanar projection or object UVs. It serves as a mask that blends with the base color.
  • Fake Reflection
    A camera-based projection that uses a RGB packed mask. Emphasizes the stylized vibe/look.
  • Fake Directional Light
    An effect based on a directional light. It adds a customizable highlight and emphasized the 3D form of the object by making its silhouette, rounded surfaces more visible.
  • Rim Light
    A fake light effect used to create a strong highlight.
  • Normal
    A normal map or a greyscale texture is used to distort other procedural effect. It uses either triplanar mapping or object’s UVs.
  • Fake Outline
    A Fresnel based sharp outline used to emphasize edges of an object
  • Distance Field Fake Shadow
    Soon

The pack is available on the Unreal Engine marketplace: https://www.unrealengine.com/marketplace/en-US/product/advanced-stylized-material

Example pack using the shader:

Stylized Fruits Pack