KBVEPostShader
Overview
Section titled “Overview”KBVEPostShader is a stylized post-process pipeline targeting a Breath of the Wild / Studio Ghibli painterly look: anisotropic Kuwahara oil-paint smear, cel luminance banding, and depth-driven ink outlines. It runs as chained RDG passes from a FSceneViewExtension, inserted after the tonemapper, gated by CVars and off by default.
Pipeline
Section titled “Pipeline”- Structure tensor — RGB Sobel resolved into a local flow tangent + anisotropy.
- Anisotropic Kuwahara — 8-sector generalized Kuwahara over a flow-oriented ellipse → oil-paint base.
- Composite — ink outlines from scene depth + painted-luma discontinuities, cel banding (hue preserved), warm saturation, darkened by the ink mask.
| CVar | Default | Purpose |
|---|---|---|
r.KBVEPost.Enable | 0 | Master on/off. |
r.KBVEPost.Radius | 6 | Kuwahara sample radius. |
r.KBVEPost.OilStrength | 0.85 | Blend original → Kuwahara. |
r.KBVEPost.Bands | 5 | Cel luminance bands. |
r.KBVEPost.EdgeStrength | 1.4 | Ink outline darkening. |
r.KBVEPost.EdgeThreshold | 0.15 | Discontinuity threshold. |
r.KBVEPost.Saturation | 1.15 | Painterly saturation. |
Defaults also live in Project Settings → KBVE → KBVE Post Shader.
r.KBVEPost.Enable 1r.KBVEPost.Radius 8Status
Section titled “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.