r/TechnicalArtist • u/Madiusse • 21h ago
After working on our award-winning game, I've decided to publish my post-process framework for Unreal Engine 5
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Hi there!
A few months ago, I graduated from my master's degree, working on a game titled Projet Brouillon. I was responsible for the lighting, post-processing and overall visual color and light balance of the game. The project recieved much praise from its artstyle, and even earned the Jury Prize at the Indie Game Nation showcase.
I thought it was a shame that it simply went to waste, so I packaged it into a full framework called Ink & Tone. Here's a full breakdown !
- Cel-Shading that isolates raw lighting by dividing the SceneColor by the BaseColor. Rather than harcoding stepped thresholds, the normalized luminance is remapped through curves, acting like a gradient map.
- Procedural Hatching that evaluates shadow depth across 3 density tiers, and projects textures using World-Space Triplanar coordinates, to get that baked look
- Outlines combining two spatial Sobel kernels (Depth and Normals), featuring thickness tampering and UV noise distortion to break evenness
- Stylized Distance Fog to counteract the post-process overrides, with added cloud shadow movements
If you're interested, it's available now on Fab and Gumroad.
Feel free to ask if you got any questions or feedback!
