Spiderverse Post Processing

Spiderverse inspired stylized post-processing effect for Unreal Engine and Unity.

Spiderverse-inspired stylized post-processing effect for Unreal Engine and Unity.

Usage

Unity

  • Download the .unitypackage from the Releases Section.
  • Open/Create a new URP Unity project.
  • Import the package into the project.
  • Enable the Stylized Renderer Feature in your URP Renderer (generally in Assets/Settings folder) by adding the Stylized Renderer Feature to the Renderer Features.
  • Control the Renderer Feature’s properties by adding a Global Volume component to your scene.
  • Add Makra/Stylized PP override to the Volume component. The custom post-processing contains the following components-

    Property Description
    Threshold Minimum brightness for the effect to be applied.
    Intensity Strength/Brightness of the effect.
    Scatter How much screen space the effect occupies.
    Dots Density Density of the benday dots.
    Dots Cutoff Cutoff value of benday dots.
    Scroll Velocity Velocity of the dots scrolling over the screen.
  • You can use the Unity Project in src/UnityStylizedPP for reference.

Unreal Engine

  • Download the Unreal Project from the Releases Section.
  • Use the map in the Unreal Project as a reference.
  • To implement the stylized post-processing in your project, migrate the Content/StylizedPP from the project you downloaded above to your Unreal Project.
  • Add a PostProcessVolume component to the level.
  • Make sure that Infinite Extent is checked in the Post Process Volume Settings.
  • Assign the M_PP_Stylized_Inst material to the Post Process Materials.
  • Control the post process properties by going to thet M_PP_Stylized_Inst and changing the following parameters-

    Property Description
    Benday Clip Minimum brightness for the effect to be applied.
    Density Benday Density of the benday dots.
    Density Line Density of the hatching lines.
    Direction Benday Direction of Benday Pattern.
    Direction Line Direction of Hatching Pattern.
    Spec Mult Intensity and spread of specular highlights.
  • To create a stencil mask for the benday dots to be applied only on specific objects, go to project settings and change the Custom Depth-Stencil Pass to Enabled with Stencil.

  • In the mesh that you want to render the benday dots upon, enable the Render CustomDepth Pass option and change the Custom Stencil Value to 1.

Contributing

Contributions to the project are welcome. Currently working on:

  • Fixing glitches with persistent shadows in UE5.
  • Add hatching lines to the shadows in Unity.

License

MIT License

C#, Unity, HLSL, Shader Graph, Unreal Engine, Material Graph