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.
- Enable —
r.KBVEPost.Enable 1. - Target — desktop SM5+, BotW-tuned defaults.
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
- 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.
Tuning
CVars
| 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 8Roadmap
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.
