├── Config ├── DefaultEditor.ini ├── DefaultEditorPerProjectUserSettings.ini ├── DefaultEngine.ini ├── DefaultGame.ini └── DefaultInput.ini ├── Content ├── Blueprints │ └── Blueprints │ │ └── ThirdPersonCharacter.uasset ├── CelShading │ ├── Material │ │ ├── M_PP_CelShading.uasset │ │ └── M_PP_CelShading_Inst.uasset │ ├── MaterialFuction │ │ ├── MF_CombineMap.uasset │ │ ├── MF_ExtractDepthMap.uasset │ │ ├── MF_GetNeighbourUVs.uasset │ │ ├── MF_GetOffsetPixel.uasset │ │ ├── MF_NormalOutline.uasset │ │ └── MF_SobelFilter.uasset │ └── Textures │ │ ├── T_LUT_2.uasset │ │ ├── T_LUT_3.uasset │ │ ├── T_LUT_4.uasset │ │ ├── T_LUT_5.uasset │ │ └── T_LUT_6.uasset ├── Levels │ ├── CelShading.umap │ └── CelShading_BuiltData.uasset └── Objects │ ├── Characters │ ├── Man │ │ ├── Animations │ │ │ └── Punching.uasset │ │ └── Mesh │ │ │ ├── Character_Fat_Elvis_body_color.uasset │ │ │ ├── Elvis_Eyes_MAT.uasset │ │ │ ├── Elvis_FaceAnimMap.uasset │ │ │ ├── FatElvis_diffuse.uasset │ │ │ ├── FatElvis_normal.uasset │ │ │ ├── SK_bigvegas.uasset │ │ │ ├── SK_bigvegas_PhysicsAsset.uasset │ │ │ └── SK_bigvegas_Skeleton.uasset │ ├── Mannequin │ │ ├── Animations │ │ │ ├── ThirdPersonIdle.uasset │ │ │ ├── ThirdPersonJump_End.uasset │ │ │ ├── ThirdPersonJump_Loop.uasset │ │ │ ├── ThirdPersonJump_Start.uasset │ │ │ ├── ThirdPersonRun.uasset │ │ │ ├── ThirdPersonWalk.uasset │ │ │ ├── ThirdPerson_AnimBP.uasset │ │ │ ├── ThirdPerson_IdleRun_2D.uasset │ │ │ └── ThirdPerson_Jump.uasset │ │ └── Character │ │ │ ├── Materials │ │ │ ├── M_UE4Man_Body.uasset │ │ │ ├── M_UE4Man_ChestLogo.uasset │ │ │ └── MaterialLayers │ │ │ │ ├── ML_GlossyBlack_Latex_UE4.uasset │ │ │ │ ├── ML_Plastic_Shiny_Beige.uasset │ │ │ │ ├── ML_Plastic_Shiny_Beige_LOGO.uasset │ │ │ │ ├── ML_SoftMetal_UE4.uasset │ │ │ │ ├── T_ML_Aluminum01.uasset │ │ │ │ ├── T_ML_Aluminum01_N.uasset │ │ │ │ ├── T_ML_Rubber_Blue_01_D.uasset │ │ │ │ └── T_ML_Rubber_Blue_01_N.uasset │ │ │ ├── Mesh │ │ │ ├── SK_Mannequin.uasset │ │ │ ├── SK_Mannequin_PhysicsAsset.uasset │ │ │ └── UE4_Mannequin_Skeleton.uasset │ │ │ └── Textures │ │ │ ├── UE4Man_Logo_N.uasset │ │ │ ├── UE4_LOGO_CARD.uasset │ │ │ ├── UE4_Mannequin_MAT_MASKA.uasset │ │ │ └── UE4_Mannequin__normals.uasset │ └── Shinobi │ │ ├── Kachujin_diffuse.uasset │ │ ├── Kachujin_normal.uasset │ │ ├── Kachujin_specular.uasset │ │ ├── Mma_Kick_.uasset │ │ ├── Mma_Kick__Anim_Take_001.uasset │ │ ├── Mma_Kick__Anim_mixamo_com.uasset │ │ ├── Mma_Kick__PhysicsAsset.uasset │ │ ├── Mma_Kick__Skeleton.uasset │ │ └── kachujin_MAT.uasset │ ├── Props │ ├── 1M_Cube.uasset │ ├── 1M_Cube_Chamfer.uasset │ ├── Bump_StaticMesh.uasset │ ├── CubeMaterial.uasset │ ├── Grass │ │ ├── M_Grass.uasset │ │ └── SM_Grass.uasset │ ├── LeftArm_StaticMesh.uasset │ ├── Linear_Stair_StaticMesh.uasset │ ├── Materials │ │ ├── M_MaterialSphere.uasset │ │ ├── M_MaterialSphere_Plain.uasset │ │ ├── M_MaterialSphere_Plain_Inst.uasset │ │ ├── M_MaterialSphere_Plain_Inst_2.uasset │ │ ├── M_MaterialSphere_Plain_Inst_3.uasset │ │ ├── M_MaterialSphere_Plain_Inst_4.uasset │ │ ├── M_MaterialSphere_Plain_Inst_5.uasset │ │ └── M_MaterialSphere_Plain_Inst_6.uasset │ ├── RampMaterial.uasset │ ├── Ramp_StaticMesh.uasset │ ├── RightArm_StaticMesh.uasset │ ├── SM_MatPreviewMesh_02.uasset │ └── TemplateFloor.uasset │ └── SkyBox │ ├── Blueprints │ └── BP_Skybox.uasset │ ├── M_ToonSky.uasset │ └── Textures │ ├── T_Sky.uasset │ └── T_Sky3.uasset ├── LICENSE ├── README.md ├── Source ├── UE4_CelShading.Target.cs ├── UE4_CelShading │ ├── UE4_CelShading.Build.cs │ ├── UE4_CelShading.cpp │ ├── UE4_CelShading.h │ ├── UE4_CelShadingCharacter.cpp │ ├── UE4_CelShadingCharacter.h │ ├── UE4_CelShadingGameMode.cpp │ └── UE4_CelShadingGameMode.h └── UE4_CelShadingEditor.Target.cs ├── UE4_CelShading.sln └── UE4_CelShading.uproject /Config/DefaultEditor.ini: -------------------------------------------------------------------------------- 1 | [UnrealEd.SimpleMap] 2 | SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap 3 | 4 | [EditoronlyBP] 5 | bAllowClassAndBlueprintPinMatching=true 6 | bReplaceBlueprintWithClass= true 7 | bDontLoadBlueprintOutsideEditor= true 8 | bBlueprintIsNotBlueprintType= true 9 | 10 | 11 | -------------------------------------------------------------------------------- /Config/DefaultEditorPerProjectUserSettings.ini: -------------------------------------------------------------------------------- 1 | [ContentBrowser] 2 | ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP -------------------------------------------------------------------------------- /Config/DefaultEngine.ini: -------------------------------------------------------------------------------- 1 | [/Script/EngineSettings.GameMapsSettings] 2 | GameDefaultMap=/Game/Levels/CelShading.CelShading 3 | EditorStartupMap=/Game/Levels/CelShading.CelShading 4 | GlobalDefaultGameMode="/Script/UE4_CelShading.UE4_CelShadingGameMode" 5 | 6 | [/Script/IOSRuntimeSettings.IOSRuntimeSettings] 7 | MinimumiOSVersion=IOS_10 8 | 9 | [/Script/Engine.Engine] 10 | +ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/UE4_CelShading") 11 | +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/UE4_CelShading") 12 | +ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="UE4_CelShadingGameMode") 13 | +ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="UE4_CelShadingCharacter") 14 | 15 | [/Script/HardwareTargeting.HardwareTargetingSettings] 16 | TargetedHardwareClass=Desktop 17 | AppliedTargetedHardwareClass=Desktop 18 | DefaultGraphicsPerformance=Maximum 19 | AppliedDefaultGraphicsPerformance=Maximum 20 | 21 | [/Script/Engine.PhysicsSettings] 22 | DefaultGravityZ=-980.000000 23 | DefaultTerminalVelocity=4000.000000 24 | DefaultFluidFriction=0.300000 25 | SimulateScratchMemorySize=262144 26 | RagdollAggregateThreshold=4 27 | TriangleMeshTriangleMinAreaThreshold=5.000000 28 | bEnableShapeSharing=False 29 | bEnablePCM=True 30 | bEnableStabilization=False 31 | bWarnMissingLocks=True 32 | bEnable2DPhysics=False 33 | PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000) 34 | LockedAxis=Invalid 35 | DefaultDegreesOfFreedom=Full3D 36 | BounceThresholdVelocity=200.000000 37 | FrictionCombineMode=Average 38 | RestitutionCombineMode=Average 39 | MaxAngularVelocity=3600.000000 40 | MaxDepenetrationVelocity=0.000000 41 | ContactOffsetMultiplier=0.020000 42 | MinContactOffset=2.000000 43 | MaxContactOffset=8.000000 44 | bSimulateSkeletalMeshOnDedicatedServer=True 45 | DefaultShapeComplexity=CTF_UseSimpleAndComplex 46 | bDefaultHasComplexCollision=True 47 | bSuppressFaceRemapTable=False 48 | bSupportUVFromHitResults=False 49 | bDisableActiveActors=False 50 | bDisableKinematicStaticPairs=False 51 | bDisableKinematicKinematicPairs=False 52 | bDisableCCD=False 53 | bEnableEnhancedDeterminism=False 54 | MaxPhysicsDeltaTime=0.033333 55 | bSubstepping=False 56 | bSubsteppingAsync=False 57 | MaxSubstepDeltaTime=0.016667 58 | MaxSubsteps=6 59 | SyncSceneSmoothingFactor=0.000000 60 | InitialAverageFrameRate=0.016667 61 | PhysXTreeRebuildRate=10 62 | DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2) 63 | 64 | 65 | -------------------------------------------------------------------------------- /Config/DefaultGame.ini: -------------------------------------------------------------------------------- 1 | [/Script/EngineSettings.GeneralProjectSettings] 2 | ProjectID=39147B0345FE7514D00A679CE90FFF40 3 | ProjectName=CatDark's PostProcess Cel Shading 4 | Description=CatDark's PostProcess Cel Shading 5 | CompanyName=CatDark 6 | CompanyDistinguishedName=CatDark 7 | CopyrightNotice=Copyright (c) 2019 CatDark, All Rights Reserved. 8 | LicensingTerms=The MIT License (MIT) 9 | ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "1FAE10604788D79A13A368B2A83998CC", "PostProcess Cel Shading") 10 | ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "6728566441DB354BB3CA01A5A4CA2FD5", "PostProcess Cel Shading_Debug") 11 | 12 | -------------------------------------------------------------------------------- /Config/DefaultInput.ini: -------------------------------------------------------------------------------- 1 | 2 | [/Script/Engine.InputSettings] 3 | -AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 4 | -AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 5 | -AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 6 | -AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 7 | -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 8 | -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 9 | +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 10 | +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 11 | +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 12 | +AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 13 | +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 14 | +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 15 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 16 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 17 | +AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 18 | +AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 19 | +AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 20 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 21 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 22 | +AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 23 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 24 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 25 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 26 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 27 | +AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 28 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 29 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 30 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 31 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 32 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 33 | +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 34 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 35 | +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 36 | +AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 37 | +AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 38 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 39 | +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 40 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 41 | +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 42 | +AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 43 | +AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 44 | +AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 45 | +AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 46 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 47 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 48 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 49 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 50 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 51 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 52 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 53 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 54 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 55 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 56 | bAltEnterTogglesFullscreen=True 57 | bF11TogglesFullscreen=True 58 | bUseMouseForTouch=False 59 | bEnableMouseSmoothing=True 60 | bEnableFOVScaling=True 61 | bCaptureMouseOnLaunch=True 62 | bDefaultViewportMouseLock=False 63 | bAlwaysShowTouchInterface=False 64 | bShowConsoleOnFourFingerTap=True 65 | bEnableGestureRecognizer=False 66 | bUseAutocorrect=False 67 | DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown 68 | DefaultViewportMouseLockMode=LockOnCapture 69 | FOVScale=0.011110 70 | DoubleClickTime=0.200000 71 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) 72 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) 73 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R) 74 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MotionController_Left_Grip1) 75 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouchpad_Touchpad) 76 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W) 77 | +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) 78 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Up) 79 | +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=Down) 80 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) 81 | +AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A) 82 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) 83 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX) 84 | +AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX) 85 | +AxisMappings=(AxisName="TurnRate",Scale=-1.000000,Key=Left) 86 | +AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Right) 87 | +AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX) 88 | +AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY) 89 | +AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY) 90 | DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks 91 | ConsoleKey=None 92 | -ConsoleKeys=Tilde 93 | +ConsoleKeys=Tilde 94 | 95 | 96 | -------------------------------------------------------------------------------- /Content/Blueprints/Blueprints/ThirdPersonCharacter.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CatDarkGame/PostProcess-CelShading/4462bcdb16393635dd6beb43e6642355cd236516/Content/Blueprints/Blueprints/ThirdPersonCharacter.uasset 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/Content/Objects/SkyBox/Textures/T_Sky.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CatDarkGame/PostProcess-CelShading/4462bcdb16393635dd6beb43e6642355cd236516/Content/Objects/SkyBox/Textures/T_Sky.uasset -------------------------------------------------------------------------------- /Content/Objects/SkyBox/Textures/T_Sky3.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CatDarkGame/PostProcess-CelShading/4462bcdb16393635dd6beb43e6642355cd236516/Content/Objects/SkyBox/Textures/T_Sky3.uasset -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 CatDark 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # PostProcess-CelShading 2 | CatDark's Cel Shading with UE4 PostProcess 3 | 4 | - Support Unreal Engine 4 Version : 4.22.2 5 | 6 | --------------------- 7 | 8 | ## About 9 | 10 | I'm CatDark. 11 | 12 | This project is Cel Shading with UE4 Postprocess 13 | 14 | Thank you! 15 | 16 | --------------------- 17 | 18 | # License 19 | 20 | 21 | 22 | The MIT License (MIT) 23 | 24 | Copyright (c) 2019 CatDark, All Rights Reserved. 25 | 26 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: 27 | 28 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. 29 | 30 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 31 | WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 32 | FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 33 | OTHER DEALINGS IN THE SOFTWARE. 34 | -------------------------------------------------------------------------------- /Source/UE4_CelShading.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class UE4_CelShadingTarget : TargetRules 7 | { 8 | public UE4_CelShadingTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Game; 11 | ExtraModuleNames.Add("UE4_CelShading"); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Source/UE4_CelShading/UE4_CelShading.Build.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | 5 | public class UE4_CelShading : ModuleRules 6 | { 7 | public UE4_CelShading(ReadOnlyTargetRules Target) : base(Target) 8 | { 9 | PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; 10 | 11 | PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" }); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Source/UE4_CelShading/UE4_CelShading.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UE4_CelShading.h" 4 | #include "Modules/ModuleManager.h" 5 | 6 | IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, UE4_CelShading, "UE4_CelShading" ); 7 | -------------------------------------------------------------------------------- /Source/UE4_CelShading/UE4_CelShading.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | -------------------------------------------------------------------------------- /Source/UE4_CelShading/UE4_CelShadingCharacter.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UE4_CelShadingCharacter.h" 4 | #include "HeadMountedDisplayFunctionLibrary.h" 5 | #include "Camera/CameraComponent.h" 6 | #include "Components/CapsuleComponent.h" 7 | #include "Components/InputComponent.h" 8 | #include "GameFramework/CharacterMovementComponent.h" 9 | #include "GameFramework/Controller.h" 10 | #include "GameFramework/SpringArmComponent.h" 11 | 12 | ////////////////////////////////////////////////////////////////////////// 13 | // AUE4_CelShadingCharacter 14 | 15 | AUE4_CelShadingCharacter::AUE4_CelShadingCharacter() 16 | { 17 | // Set size for collision capsule 18 | GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); 19 | 20 | // set our turn rates for input 21 | BaseTurnRate = 45.f; 22 | BaseLookUpRate = 45.f; 23 | 24 | // Don't rotate when the controller rotates. Let that just affect the camera. 25 | bUseControllerRotationPitch = false; 26 | bUseControllerRotationYaw = false; 27 | bUseControllerRotationRoll = false; 28 | 29 | // Configure character movement 30 | GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... 31 | GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate 32 | GetCharacterMovement()->JumpZVelocity = 600.f; 33 | GetCharacterMovement()->AirControl = 0.2f; 34 | 35 | // Create a camera boom (pulls in towards the player if there is a collision) 36 | CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); 37 | CameraBoom->SetupAttachment(RootComponent); 38 | CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character 39 | CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller 40 | 41 | // Create a follow camera 42 | FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); 43 | FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation 44 | FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm 45 | 46 | // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 47 | // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++) 48 | } 49 | 50 | ////////////////////////////////////////////////////////////////////////// 51 | // Input 52 | 53 | void AUE4_CelShadingCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) 54 | { 55 | // Set up gameplay key bindings 56 | check(PlayerInputComponent); 57 | PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); 58 | PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); 59 | 60 | PlayerInputComponent->BindAxis("MoveForward", this, &AUE4_CelShadingCharacter::MoveForward); 61 | PlayerInputComponent->BindAxis("MoveRight", this, &AUE4_CelShadingCharacter::MoveRight); 62 | 63 | // We have 2 versions of the rotation bindings to handle different kinds of devices differently 64 | // "turn" handles devices that provide an absolute delta, such as a mouse. 65 | // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick 66 | PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); 67 | PlayerInputComponent->BindAxis("TurnRate", this, &AUE4_CelShadingCharacter::TurnAtRate); 68 | PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); 69 | PlayerInputComponent->BindAxis("LookUpRate", this, &AUE4_CelShadingCharacter::LookUpAtRate); 70 | 71 | // handle touch devices 72 | PlayerInputComponent->BindTouch(IE_Pressed, this, &AUE4_CelShadingCharacter::TouchStarted); 73 | PlayerInputComponent->BindTouch(IE_Released, this, &AUE4_CelShadingCharacter::TouchStopped); 74 | 75 | // VR headset functionality 76 | PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AUE4_CelShadingCharacter::OnResetVR); 77 | } 78 | 79 | 80 | void AUE4_CelShadingCharacter::OnResetVR() 81 | { 82 | UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(); 83 | } 84 | 85 | void AUE4_CelShadingCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) 86 | { 87 | Jump(); 88 | } 89 | 90 | void AUE4_CelShadingCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) 91 | { 92 | StopJumping(); 93 | } 94 | 95 | void AUE4_CelShadingCharacter::TurnAtRate(float Rate) 96 | { 97 | // calculate delta for this frame from the rate information 98 | AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); 99 | } 100 | 101 | void AUE4_CelShadingCharacter::LookUpAtRate(float Rate) 102 | { 103 | // calculate delta for this frame from the rate information 104 | AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); 105 | } 106 | 107 | void AUE4_CelShadingCharacter::MoveForward(float Value) 108 | { 109 | if ((Controller != NULL) && (Value != 0.0f)) 110 | { 111 | // find out which way is forward 112 | const FRotator Rotation = Controller->GetControlRotation(); 113 | const FRotator YawRotation(0, Rotation.Yaw, 0); 114 | 115 | // get forward vector 116 | const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); 117 | AddMovementInput(Direction, Value); 118 | } 119 | } 120 | 121 | void AUE4_CelShadingCharacter::MoveRight(float Value) 122 | { 123 | if ( (Controller != NULL) && (Value != 0.0f) ) 124 | { 125 | // find out which way is right 126 | const FRotator Rotation = Controller->GetControlRotation(); 127 | const FRotator YawRotation(0, Rotation.Yaw, 0); 128 | 129 | // get right vector 130 | const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); 131 | // add movement in that direction 132 | AddMovementInput(Direction, Value); 133 | } 134 | } 135 | -------------------------------------------------------------------------------- /Source/UE4_CelShading/UE4_CelShadingCharacter.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Character.h" 7 | #include "UE4_CelShadingCharacter.generated.h" 8 | 9 | UCLASS(config=Game) 10 | class AUE4_CelShadingCharacter : public ACharacter 11 | { 12 | GENERATED_BODY() 13 | 14 | /** Camera boom positioning the camera behind the character */ 15 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) 16 | class USpringArmComponent* CameraBoom; 17 | 18 | /** Follow camera */ 19 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) 20 | class UCameraComponent* FollowCamera; 21 | public: 22 | AUE4_CelShadingCharacter(); 23 | 24 | /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */ 25 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 26 | float BaseTurnRate; 27 | 28 | /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */ 29 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 30 | float BaseLookUpRate; 31 | 32 | protected: 33 | 34 | /** Resets HMD orientation in VR. */ 35 | void OnResetVR(); 36 | 37 | /** Called for forwards/backward input */ 38 | void MoveForward(float Value); 39 | 40 | /** Called for side to side input */ 41 | void MoveRight(float Value); 42 | 43 | /** 44 | * Called via input to turn at a given rate. 45 | * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 46 | */ 47 | void TurnAtRate(float Rate); 48 | 49 | /** 50 | * Called via input to turn look up/down at a given rate. 51 | * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 52 | */ 53 | void LookUpAtRate(float Rate); 54 | 55 | /** Handler for when a touch input begins. */ 56 | void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location); 57 | 58 | /** Handler for when a touch input stops. */ 59 | void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location); 60 | 61 | protected: 62 | // APawn interface 63 | virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; 64 | // End of APawn interface 65 | 66 | public: 67 | /** Returns CameraBoom subobject **/ 68 | FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } 69 | /** Returns FollowCamera subobject **/ 70 | FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } 71 | }; 72 | 73 | -------------------------------------------------------------------------------- /Source/UE4_CelShading/UE4_CelShadingGameMode.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UE4_CelShadingGameMode.h" 4 | #include "UE4_CelShadingCharacter.h" 5 | #include "UObject/ConstructorHelpers.h" 6 | 7 | AUE4_CelShadingGameMode::AUE4_CelShadingGameMode() 8 | { 9 | // set default pawn class to our Blueprinted character 10 | /*static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/Blueprints/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter")); 11 | if (PlayerPawnBPClass.Class != NULL) 12 | { 13 | DefaultPawnClass = PlayerPawnBPClass.Class; 14 | }*/ 15 | } 16 | -------------------------------------------------------------------------------- /Source/UE4_CelShading/UE4_CelShadingGameMode.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/GameModeBase.h" 7 | #include "UE4_CelShadingGameMode.generated.h" 8 | 9 | UCLASS(minimalapi) 10 | class AUE4_CelShadingGameMode : public AGameModeBase 11 | { 12 | GENERATED_BODY() 13 | 14 | public: 15 | AUE4_CelShadingGameMode(); 16 | }; 17 | 18 | 19 | 20 | -------------------------------------------------------------------------------- /Source/UE4_CelShadingEditor.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class UE4_CelShadingEditorTarget : TargetRules 7 | { 8 | public UE4_CelShadingEditorTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Editor; 11 | ExtraModuleNames.Add("UE4_CelShading"); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /UE4_CelShading.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 15 4 | VisualStudioVersion = 15.0.25807.0 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{28196913-D738-4868-81F4-BBC045CEECF6}" 7 | EndProject 8 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{2FC0510D-81E0-44BA-9897-B390C13408E7}" 9 | EndProject 10 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{4319C0E6-21D2-4450-A43B-2D63400B3FB5}" 11 | EndProject 12 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4_CelShading", "Intermediate\ProjectFiles\UE4_CelShading.vcxproj", "{9C896011-FA01-4819-8561-06B7335D7ED4}" 13 | EndProject 14 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{A2EB8BAD-F162-4D16-8F86-0ABF575A2B57}" 15 | ProjectSection(SolutionItems) = preProject 16 | C:\Program Files\Epic Games\UE_4.22\Engine\Extras\VisualStudioDebugging\UE4.natvis = C:\Program Files\Epic Games\UE_4.22\Engine\Extras\VisualStudioDebugging\UE4.natvis 17 | EndProjectSection 18 | EndProject 19 | Global 20 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 21 | DebugGame Editor|HTML5 = DebugGame Editor|HTML5 22 | DebugGame Editor|Win32 = DebugGame Editor|Win32 23 | DebugGame Editor|Win64 = DebugGame Editor|Win64 24 | DebugGame|HTML5 = DebugGame|HTML5 25 | DebugGame|Win32 = DebugGame|Win32 26 | DebugGame|Win64 = DebugGame|Win64 27 | Development Editor|HTML5 = Development Editor|HTML5 28 | Development Editor|Win32 = Development Editor|Win32 29 | Development Editor|Win64 = Development Editor|Win64 30 | Development|HTML5 = Development|HTML5 31 | Development|Win32 = Development|Win32 32 | Development|Win64 = Development|Win64 33 | Shipping|HTML5 = Shipping|HTML5 34 | Shipping|Win32 = Shipping|Win32 35 | Shipping|Win64 = Shipping|Win64 36 | EndGlobalSection 37 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 38 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.DebugGame Editor|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32 39 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 40 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 41 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.DebugGame|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32 42 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 43 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 44 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Development Editor|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32 45 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 46 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 47 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Development|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32 48 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 49 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 50 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Shipping|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32 51 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 52 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 53 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame Editor|HTML5.ActiveCfg = Invalid|Win32 54 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32 55 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64 56 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64 57 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame|HTML5.ActiveCfg = HTML5_DebugGame|Win32 58 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame|HTML5.Build.0 = HTML5_DebugGame|Win32 59 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame|Win32.ActiveCfg = DebugGame|Win32 60 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame|Win32.Build.0 = DebugGame|Win32 61 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame|Win64.ActiveCfg = DebugGame|x64 62 | {9C896011-FA01-4819-8561-06B7335D7ED4}.DebugGame|Win64.Build.0 = DebugGame|x64 63 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development Editor|HTML5.ActiveCfg = Invalid|Win32 64 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development Editor|Win32.ActiveCfg = Invalid|Win32 65 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development Editor|Win64.ActiveCfg = Development_Editor|x64 66 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development Editor|Win64.Build.0 = Development_Editor|x64 67 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development|HTML5.ActiveCfg = HTML5_Development|Win32 68 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development|HTML5.Build.0 = HTML5_Development|Win32 69 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development|Win32.ActiveCfg = Development|Win32 70 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development|Win32.Build.0 = Development|Win32 71 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development|Win64.ActiveCfg = Development|x64 72 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Development|Win64.Build.0 = Development|x64 73 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Shipping|HTML5.ActiveCfg = HTML5_Shipping|Win32 74 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Shipping|HTML5.Build.0 = HTML5_Shipping|Win32 75 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Shipping|Win32.ActiveCfg = Shipping|Win32 76 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Shipping|Win32.Build.0 = Shipping|Win32 77 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Shipping|Win64.ActiveCfg = Shipping|x64 78 | {9C896011-FA01-4819-8561-06B7335D7ED4}.Shipping|Win64.Build.0 = Shipping|x64 79 | EndGlobalSection 80 | GlobalSection(SolutionProperties) = preSolution 81 | HideSolutionNode = FALSE 82 | EndGlobalSection 83 | GlobalSection(NestedProjects) = preSolution 84 | {4319C0E6-21D2-4450-A43B-2D63400B3FB5} = {28196913-D738-4868-81F4-BBC045CEECF6} 85 | {9C896011-FA01-4819-8561-06B7335D7ED4} = {2FC0510D-81E0-44BA-9897-B390C13408E7} 86 | EndGlobalSection 87 | EndGlobal 88 | -------------------------------------------------------------------------------- /UE4_CelShading.uproject: -------------------------------------------------------------------------------- 1 | { 2 | "FileVersion": 3, 3 | "EngineAssociation": "4.22", 4 | "Category": "", 5 | "Description": "", 6 | "Modules": [ 7 | { 8 | "Name": "UE4_CelShading", 9 | "Type": "Runtime", 10 | "LoadingPhase": "Default" 11 | } 12 | ] 13 | } --------------------------------------------------------------------------------