Moebius Style Shading
Implementation of a custom non-photorealistic shading model into Unreal Engine’s renderer, to emulate the classic comic book style of Moebius at real-time. Created over a few days during the Christmas holidays in 2017.
Strongly inspired by seeing videos of Shedworks’ game Sable on Twitter, I decided to try my hand at replicating this effect in UE4.
This rendering style is based on two elements:
A custom shading model that produces perfectly flat colors with very sharp edges between diffuse light, specular highlight (artist-controlled by material roughness), and shadow;
And secondly, a post-processing effect to detect edges in the resulting flat rendering and draw outlines over them.
Take a look at my WIP thread on Twitter if you’re interested in seeing progress shots!
Source Code
The fork of Unreal Engine 4.17 with these changes is available on GitHub.
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