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Just Toon It​

UE5 Post‑Process Cel & Outline Pack​


You make it. We'll make it better.

Available now on Fab (Unreal Marketplace)​

Why another cel shader?​

Available now on Fab (Unreal Marketplace)​

Most packs look fine, until you need real control. Just Toon It ships with clean defaults for day‑one results, then exposes the tuning range you expect from a professional post‑process material: stable edges, sensible ramps, distance‑aware ink, and selective exclusions.

What makes it better​

  • Clean cels by default balanced step response, full control with curve assets.
  • Stable outlines depth + normal thresholds.
  • Real controls steps, softness, ink weight/color, distance fade, exclusions.
  • Production‑friendly works as a global Post Process Material; sensible perf.

Quick Start (≈ 10 seconds)​

  1. Add One of the preset assets from /Content/JustToonIt/Presets to your scene.
  2. Done.

Controls (you’ll actually use)​

  • Steps & Softness precise ramp shaping, clean bands without banding fights.
  • Edge Thresholds separate Depth and Normal sensitivity for stable contours.
  • Ink Weight & Color line thickness, opacity, and tint in one panel.
  • Distance Fade start/end ranges so ink doesn’t drown distant scenery.
  • Exclusions ignore actors using Custom Depth/Stencil (perfect for Backgrounds, Skies, Mountaints, hero characters).
  • Style Blend global mix between SceneColor and stylized output.

Installation​

  • Select the pack in the launcher, and add it to your project.
  • Files are under Content/JustToonIt/

Compatibility​

  • Engine: Unreal Engine 5.4 and later, Deffered Rendering
  • Lighting: Lumen/Nanite supported (shader runs in post; no material overrides needed).

Why teams keep it installed​

Ship the look now with defaults. When it’s time to go from good to signature, the tuning range is there, like a real post‑process tool, not a hobbyist asset.


FAQs​

Does it replace my materials? No, this is a post‑process material. It stylizes the final frame; your existing materials remain unchanged.

Will it conflict with other post effects? It plays well with common color grading/DOF/bloom.

How do I exclude characters, Skyboxes, or other meshes?

  • Enable Render CustomDepth Pass on the mesh component and set the stencil mask; enable Exclusion in the material instance and set the stencel mask. (Make sure depth buffer with stencil is set in project settings)
  • Or, turn enable distance blending in the material instance and blend out anything as far away as the skybox.