Limitations(Before You Buy)

Here are some limitations with the cel and outline shaders.

  1. The outline shader functions by detecting and rendering object geometry. As a result, landscapes or distant meshes will display outline lines across their geometry. If your project requires large, open landscapes or expansive meshes without visible outlines, this asset may not be the right fit for your needs.

  2. The shader applies its effects universally to all objects within your scene. Exclusion of specific objects is not supported, and the effect will also be visible regardless of object distance.

  3. This shader is post-process-based rather than material-based. To use it, you’ll need to apply it through your Post Process settings.

  4. Forward rendering/shading is not supported, you must use the default deferred renderer. Deferred rendering is enabled by default for unreal 5.

  5. Metahumans in Unreal Engine 5.6 or newer, as well as base-color-only materials (such as those used in the Water plugin), are not currently supported by this shader. These assets will render as solid white when the shader is applied. If you are comfortable working with material graphs, I can provide guidance on how to adjust the shader code to achieve compatibility. However, if your project requires Metahumans in 5.6+ and you are not able to modify materials, this asset may not be the right fit.

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