Painting/Outline Post-Processing Shader

Style and detail

This shader features an anisotropic kuwahara shader combined with a depth & normal-based outline shader to create a painted effect that doesn't lose it's detail. Additionally, it features actor masking using Unreal Engine's CustomDepth stencil to allow you to exclude problematic actors (such as the foliage in this scene) from the outline shader.

Style Variation

This shader has a variety of artist-friendly tools that allow you to adjust the look of the shader - both the painterly effect and the dynamic outlines. You can create a completely different feel just by tweaking a few values!

Customisable and optimised

I originally took on this project after watching a YouTube video about Kuwahara filters in Unity and wanted to integrate this into an Unreal Engine project, but decided to push it further by adding outlines, actor masking and depth falloff. I wanted to ensure that this shader wasn't too intensive so I have kept it as minimal and optimised as possible, maintaining only the key nodes and features for the shader to function.

black blue and yellow textile

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