yShade - Easy Cel Dither Shading
This source plugin adds two independent global rendering passes:
- Cel / Halftone: quantized lighting bands, transition patterns, metallic and sky controls, specular and rim accents, and depth/normal outlines.
- Screen Dithering: ordered or noise-based color reduction, custom palettes, monochrome tinting, and optional low-resolution downsampling.
The plugin creates its view extensions automatically for supported worlds. Existing materials and level content stay in place. You do not need a BP_CelDither, MF_CelDither, post-process material, post-process volume, texture, or content asset.
Requirements
- Unreal Engine 5.4-5.8 using the matching version-specific package
- Windows 64-bit
- Deferred Shading and Shader Model 5 or newer for Cel / Halftone
- ES3.1 feature level or newer for final-screen dithering
- A compatible C++ toolchain when packaging the source plugin
The validated Windows configuration is DirectX 12 with Shader Model 6. Forward Shading, mobile rendering for the Cel / Halftone pass, and Substrate GBuffer layouts are not supported in this release.
Documentation
- Install and create the first look
- Understand every settings group
- Control the effect from Blueprint or C++
- Package a Development or Shipping build
- Diagnose rendering and setup problems
Tested targets
Unreal Engine 5.8 was validated on Windows 64-bit in Editor, Development, and Shipping targets, including global shader initialization. Unreal Engine 5.4 was also locally validated. Version-specific source packages are supplied for Unreal Engine 5.4 through 5.8.
