[UE4][Shader] Post process: tresholded black and white with sobel edge
This is a post process material I've done on Unreal 4 on my free time.
To make this rendering, this is what I did:
To make this rendering, this is what I did:
- Post process material must be rendered before tone mapping to get "hard edge" on light radius attenuation
- Original image is desaturated to black and white
- Color masking, here color close enough to red is excluded from desaturation
- Image tresholding to keep pixels of a luminance under a predefined step black, the others become white
- Outline effect
- Sobel operator used to detect edges
- Keep only hard enough edge using tresholding again
- Edges lit by a light are blacks, others are white
I would like to try something like this for my game. Would it be possible to see a screenshot of your material nodes?
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