Real cel shading in BGE

How exactly would i achieve real cel shading using a method that doesnt double the poly count or anything, like by using python or something?

Hello!

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I’ve quickly tried something with nodes.

So this could work on like advanced models on oanything else or just basic objects like cubes

Anything. If you are looking for a borderlands type of feel, then you need to actually hand paint the textures’ lines – this isn’t a part of the cel shading.

Any chance you can post that .blend?

Yes of course : http://vincentgires.com/resources/blender/shaders/cell_shading/cell_shading_bge.blend

But there is nothing more than what I’ve posted earlier. You should try to build your own material. The node system in Blender is quite awesome and is available in the BGE !! You can imagine anything you want. For example, what should be done for a cell shading material is to add different levels of textures instead of a solid colors.

Thanks everyone

I’ve found that using the default 2D filters “Erosion” and “Sharpen” at the same time, with “Erosion” having a higher pass number, gives a decent toon outline:


Exactly the kinda thing I myself was looking for. Thanks!