Archiwa tagu: procedural

Stylized Material: Default Lit vs. Unlit

My latest update to the Advanced Stylized Material Pack is finally out. Introducing the new Default Lit version of the shader.

What’s the difference between the Default Lit and the Unlit version?

The key difference between the Default Lit and Unlit versions of the shader comes down to how they handle lighting. The Unlit version ignores all scene lighting, including point and spotlights, and doesn’t react to shadows or reflections—everything is controlled through emissive values, making it ideal for flat-shaded or stylized looks. In contrast, the Default Lit version fully supports dynamic lighting, meaning it interacts with light sources, receives shadows, and allows for normal maps, roughness, and metallic effects, giving it more of a PBR-style shading while still maintaining stylized control. This version provides more flexibility for blending stylized visuals with realistic lighting effects.

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.

Czytaj dalej Cel-Shaded / Stylized Material in Unreal Engine