Monday, 28 November 2011

Tutorial: Cel Shading or "Borderlands" style shader in UDK

Many people are interested in having a Cel Shading/Toon/Borderlands-style shader effect as part of their level in Unreal Development Kit. It's a cool effect that really brings your level to life by making ordinary static meshes "pop out."

Here is my abridged version of the very lengthy tutorial found here.

  1. Download the Sobel Edge .UPK package.
  2. Open the package in UDK.
  3. Ignore the blank materials, and click the Post Processing Chain, so that it is highlighted.
  4. At the top of UDK, go View > World Properties > search for "world post process chain" (or find it under the Rendering tab). Click the green arrow, and It should update the post processing effects in your world!
With Sobel Edge shader
Without Sobel Edge shader


  1. Hey, thanks for this, it's just what I was looking for, and it works great! Any help on getting rid of the big shadow that's at the back?

    1. Here's a thread that should have the fix to this bug

  2. Does This Work on iOS Rendering? :D

  3. This comment has been removed by the author.

  4. I tried to use your material in a mutator to let player enable/disable it manually ingame. Cooking my package worked fine, but when I run the game I now have crashes with the following error appearing in the log:

    [0054.29] Log: Missing cached shader map for material SobelEdgeMaterial, quality 0, compiling.
    [0074.53] Critical: appError called: ..\Win32\UE3ShaderCompileWorker.exe terminated unexpectedly! ThreadId=0

    Any idea what's going wrong?

  5. In the daytime preset where I tested this, it all look pretty nice except for the ground. Not far from the player the ground is completely black. How can I fix this? Am I a noob?