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Techno Towers: Manga-Style Post Processing Material

This Post-processing material's goal was to turn 3D models into manga-style 2D images, complete with harsh outlines and stippled shadows. Since this was happening in the context of a game, it needed to flawlessly integrate with the pre-existing 3D assets, as well as with sprites and particle effects. This integration proved to be just as difficult as actually making the material, and a ton of research went into ensuring everything worked properly. Additionally, the Sobel kernel I use was made by another artist, so replacing my original edge detection with that proved to be another challenge.
Overall, the material came out great; It looks fantastic in-game, and the art director has been able to tune it as she saw fit.
Play Techno Towers Here: https://studio-gomp.itch.io/techno-towers

Model with no Post-processing effects

Model with no Post-processing effects

Part one of my material: a simple cel shader

Part one of my material: a simple cel shader

Part two of my material: adding stippling to the darkest reigons

Part two of my material: adding stippling to the darkest reigons

My code thus far: a cell shader with a  screen space texture used for the darker regions

My code thus far: a cell shader with a screen space texture used for the darker regions

Part three of my material: an edge-detection kernel

Part three of my material: an edge-detection kernel

The Final Material!

The Final Material!

Part four of my material: instanced variables to allow other artists free reign to adjust the material as they need

Part four of my material: instanced variables to allow other artists free reign to adjust the material as they need