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unreal · rendering

Stylized post-processKBVEPostShader

A stylized post-process pipeline targeting a painterly Breath of the Wild / Studio Ghibli look — anisotropic Kuwahara oil-paint smear, cel luminance banding, and depth-driven ink outlines, run as chained RDG passes after the tonemapper and off by default.

RDG scene view extension

It runs as chained RDG passes from a FSceneViewExtension, inserted after the tonemapper, gated by CVars and off by default. Defaults also live under Project Settings → KBVE → KBVE Post Shader.

  • Enabler.KBVEPost.Enable 1.
  • Target — desktop SM5+, BotW-tuned defaults.
KBVEPostShaderPlugin
UE 5.7Min engine
Post-tonemapStage
KBVELicense

What it gives you

Features

Structure tensor flow

RGB Sobel resolved into a local flow tangent plus anisotropy that orients the smear.

Anisotropic Kuwahara

An 8-sector generalized Kuwahara over a flow-oriented ellipse produces the oil-paint base.

Ink & cel composite

Depth-driven ink outlines, cel luminance banding with preserved hue, and warm saturation.

CVar-gated, off by default

Every knob is a CVar mirrored under Project Settings; the effect ships disabled until enabled.

RDG passes

Pipeline

  1. Structure tensor — RGB Sobel resolved into a local flow tangent + anisotropy.
  2. Anisotropic Kuwahara — 8-sector generalized Kuwahara over a flow-oriented ellipse → oil-paint base.
  3. Composite — ink outlines from scene depth + painted-luma discontinuities, cel banding (hue preserved), warm saturation, darkened by the ink mask.

Tuning

CVars

CVarDefaultPurpose
r.KBVEPost.Enable0Master on/off.
r.KBVEPost.Radius6Kuwahara sample radius.
r.KBVEPost.OilStrength0.85Blend original → Kuwahara.
r.KBVEPost.Bands5Cel luminance bands.
r.KBVEPost.EdgeStrength1.4Ink outline darkening.
r.KBVEPost.EdgeThreshold0.15Discontinuity threshold.
r.KBVEPost.Saturation1.15Painterly saturation.

Defaults also live in Project Settings → KBVE → KBVE Post Shader.

Terminal window
r.KBVEPost.Enable 1
r.KBVEPost.Radius 8

Roadmap

Status

P1: the core trio (structure tensor + anisotropic Kuwahara + cel/ink composite), BotW-tuned defaults, desktop SM5+. P2 will add GBuffer-normal outlines, a warm palette LUT, canvas overlay, flow warp, and Ghibli/BotW presets.

Questions

Frequently asked

What look does KBVEPostShader produce?

A painterly Breath of the Wild / Studio Ghibli style — anisotropic Kuwahara oil-paint smear, cel luminance banding, and depth-driven ink outlines.

How is the effect rendered?

It runs as chained RDG passes from an FSceneViewExtension inserted after the tonemapper, gated by CVars and off by default.

How do I enable and tune it?

Set r.KBVEPost.Enable to 1 and adjust CVars like r.KBVEPost.Radius and r.KBVEPost.OilStrength; the same defaults are exposed under Project Settings, KBVE, KBVE Post Shader.