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A member registered Dec 10, 2025 · View creator page →

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Thank you for pointing that out!
I made a mistake with the version number and have corrected it now.

Engine Compatibility: UE 5.7+
Created In: UE 5.7.4
Latest Tested Version: UE 5.8.2

Hi! Currently, it only supports the directional light.

I think it could be useful to add alternative options, such as orienting it toward an invisible object, using a vector, or other methods.

I’ll take a look at what I can do and add this to my list.

Thanks for your purchase!

Yes, I plan to support UE 5.8. I'm currently working on a feature update for the shader on 5.7, and once that's finished, I'll verify everything on UE 5.8.

If there are no compatibility issues, I'll release both a UE 5.7 package and a UE 5.8 package so users can simply download the version that matches their engine.

I'll post an update as soon as the testing is complete. Thanks for your patience!

Hi,

I think I have an idea of what's happening, although I'm not sure how your engine ended up in this state.

In the Reference Viewer for T_DefaultMaskTexture, I noticed it is being referenced by DefaultTexture (the redirector, not the actual texture). Redirectors are commonly created when an asset is moved, so Unreal leaves a reference behind to preserve existing links, or when an asset is deleted and its references are redirected to another asset. My guess is that the engine's DefaultTexture was somehow deleted, moved, or replaced, and its references ended up pointing to T_DefaultMaskTexture, which isn't suitable for that texture slot.

In my project, only the skin materials on my model use a diffuse/base color texture, since they're the only materials with painted color. That would explain why only those materials are rendering incorrectly.

To confirm this, could you try unchecking the Use Diffuse switch in one of the affected material instances? I'm fairly confident the compilation error will disappear if that's the cause.

For reference, the engine's DefaultTexture should look like this:



I think it's worth restoring that texture to avoid any future issues. One thing you can try is verifying your Unreal Engine installation. In the Epic Games Launcher, click the arrow next to the Launch button for your engine version and choose Verify. This will check the integrity of the engine files and should restore the original DefaultTexture if it has been modified or replaced.

Hi, thank you for the report.

I had a look at the error, and it references the engine texture /Engine/MaterialTemplates/LayerBlends/T_DefaultMaskTexture, which doesn't appear to be directly referenced anywhere in the project on my side in the current version (1.3.1). Because of that, I suspect the issue may be coming from a custom edit or an older asset.

Could you let me know which version of the project you're using? If it's an older version, it's possible this issue existed there, as I may have been using that setup, but I usually use my custom assets instead of referencing engine texture.

Could you also try the following?

  • Right-click T_DefaultMaskTexture and choose Reference Viewer.
  • Increase the Search Reference Depth to more than 1.
  • Check whether any project assets reference that texture.

    I'll compare it with my project, which should help narrow down where the reference is coming from.


Also, this type of error usually happens when T_DefaultMaskTexture is assigned to a texture parameter whose Sampler Type is set incorrectly. For example, if the material expects a Masks texture but the sampler is set to Color, Unreal will produce both the visual issue and the compilation error you're seeing.

I haven't received confirmation yet that the issue was resolved, but as mentioned on Discord, if you are still having problems with the compressed files, I can provide an uncompressed version of the package.

If anyone else experiences similar issues with the archive, feel free to contact me on Discord. I may ask for a proof of purchase if needed.

https://discord.gg/wx6RASWfyu

Did this one worked? (V1.2)

Another possible cause could be an incomplete or corrupted download. Sometimes browser extensions, antivirus software, or other security tools can interfere with downloaded files.

I know other users have successfully downloaded and extracted the files, so it might just be a bad download this time.

Could you try the following?

  • Try opening the file with 7-Zip (Windows' built-in extractor can sometimes have issues with certain ZIP files).
  • Download the file again and see if the issue persists.
  • Check if you have any program or browser extension that could be blocking or modifying the file.

Sorry for the trouble, and let me know if the issue persists.

Hi, thank you ☺️ Sorry for the trouble with the file.

Could you try opening it with 7-Zip? I used it to compress the file, but maybe the native Windows extraction tool is having trouble opening it.

Hi,

Just a quick update. I did a small test today and wanted to share the results.

I managed to create the effect directly in the material so that it appears along the edge of the first shadow layer. The color can be adjusted, and the thickness depends on how soft the shadow transition is. In other words, the more blurred the shadow edge is, the wider the effect becomes.

At the moment, I've only tested it in one area, but since it's working, the next step is to connect it to the rest of the shader parameters.

Hi,
It will be the same message from Youtube :D

I think I can give it a try.

To be honest, my shader development process is often more experimental than scientific. As I mention in the guide, a lot of features come from testing ideas and seeing what works rather than starting from a perfect technical solution. So I can't promise I'll find a good approach, but it's definitely an interesting challenge and I agree that the effect could add a lot to the overall look.

My first thought is that it might be possible to approximate it at the material level rather than through the lighting system itself. For example, by detecting the shadow transition region and applying a color shift there. That would probably require some material and texture-specific tuning, though, and it may not behave exactly like a physically-based colored penumbra.

Still, you've got me curious now. If I find a practical solution, I'll let you know!

Hello!

The project was created in Unreal Engine 5.7, and Unreal Engine projects are unfortunately generally not backward compatible, so it cannot be opened directly in 5.4.

I tried opening it in 5.4 to check if it might work, but the data was not visible.

However, projects usually work when opened in newer versions of the engine (for example 5.7 → 5.8 or later). At the moment I don't plan to provide versions for older releases.

(1 edit)

Hi there! Thanks for reaching out.

The “weird” look you’re seeing may come from a few UE5 rendering features being enabled or disabled differently. Pinpointing the exact source can be tricky, but I compared the settings of a fresh UE5 project with my own project to identify the main differences.

1. Core Rendering & Lighting

These settings have the biggest impact on how the shader behaves.

  • Global Illumination & Reflections: Both are set to None.

  • Substrate: Set to False. If your shader was built for the legacy material system, it may appear broken if Substrate is enabled.

  • Allow Static Lighting: Set to False.

2. Post-Processing & Exposure

To keep the visuals consistent and prevent the engine from constantly adjusting brightness:

  • Auto Exposure: Disabled (Method set to Manual).

  • Motion Blur: Disabled.

  • Ambient Occlusion: Disabled.

    • It is currently enabled in my project, but it is not necessary for the character itself.

3. Anti-Aliasing & Visual Clarity

The “comfortable” screen look you mentioned is likely related to these settings:

  • Anti-Aliasing Method: TSR (4)

  • MSAA Count: 8×

  • Custom Depth-Stencil Pass: Enabled with Stencil

    • This is critical if your cel shader relies on stencil masks for outlines or other technical effects.

4. Technical & Hardware Settings

  • Default Graphics RHI: DX12

  • Targeted Shader Formats: SM6 enabled (SM5 disabled)

  • Texture Streaming Pool Size: Increased to 4000 MB to prevent blurry textures during previews.

If you set Substrate to False and disable Global Illumination, that should already resolve some of the visual issues.

Also, if you haven’t tried it yet, it can help to upgrade a copy of your entire project to the newer engine version first before migrating assets. Unreal’s internal conversion process often handles compatibility much better.

--------------------------------------------------------

Other small adjustments;
-
Exposure Bias: r.DefaultFeature.AutoExposure.Bias is set to 0.000000.

Light Units: r.DefaultFeature.LightUnits is set to 2.

Lumen Ray Tracing: r.Lumen.HardwareRayTracing is explicitly set to True.

Lumen SDF Tracing: r.Lumen.TraceMeshSDFs is enabled with a value of 1.

Translucency Reflections: r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject is set to False.

Refraction Ray Tracing: r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject is set to False.

Translucent Shadows: r.Shadow.TranslucentPerObject.ProjectEnabled is set to False.

Translucent Sorting: r.TranslucentSortPolicy is set to 0.

Separate Translucency: r.SeparateTranslucency is set to True.

Mobile AA: r.Mobile.AntiAliasing is set to 4.

Mobile Shading Path: r.Mobile.ShadingPath is set to 1.

Mobile HDR: r.MobileHDR is set to True.

Mobile Float Precision: r.Mobile.FloatPrecisionMode is set to 2.

Nanite Status: r.Nanite.ProjectEnabled is set to True.

Order Independent Transparency: r.OIT.SortedPixels is set to False.

Normal Maps: Compat.UseDXT5NormalMaps is set to False.

Hi,
Since the SDF generation works correctly with the sample texture I provided, but crashes when using a custom texture, this likely means the input image does not meet the requirements expected by the tool.

I was not able to reproduce the same issue on my side, but please verify the following:

Texture requirements

  • Format: PNG
  • Resolution: Square (power of two recommended)
  • Bit depth: 8-bit
  • Color: RGB (no alpha)
  • File path: Simple path (avoid special characters and long paths)
  • Filename: Simple alphabetical name (even a single letter is fine)

Let me know if the issue persists.

進捗のご報告です。
私が担当したコード部分(UI)をアップロードしました。

元となっているテクスチャ生成部分については、誰が作成したものなのか不明なままです。
そのため、そのテクスチャジェネレーターは削除し、今後は自分で新しく作成する予定です。

それまでの間はUI部分のみを共有します。
テクスチャ生成部分(sdf_tool.exe)については、トラブルを避けるため、AnimeXD氏の動画の概要欄から各自でダウンロードしてもらう形にしています。

私のUIは、AnimeXD氏が制作したツールをベースにしています。
配布に関する法的な点が気になったため、現在、制作者本人に直接連絡を取っています。

もし連絡が取れない、または配布の許可が得られない場合は、同様の効果をこちらで再実装する予定です。
それまでの間、ツールを一時的に非公開(取り下げ)する可能性があります。

ご迷惑をおかけして申し訳ありませんが、ご理解のほどよろしくお願いいたします。