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Troubleshooting

The Cel effect is absent

  • Confirm Enabled under Project Settings > Plugins > yShade - Cel / Halftone.
  • Confirm the project uses Deferred Shading and Shader Model 5 or newer.
  • Restart after initially enabling the plugin so its global shaders register before compilation.
  • Enter r.YShade.Cel.Enabled 1, then use r.YShade.Cel.Debug 1 to display band indices.

Screen dithering is absent or blurred

  • Confirm Enabled under yShade - Screen Dithering.
  • Set Pixel Scale to 1 while diagnosing.
  • Check the project's temporal AA, upscaler, dynamic-resolution, and post-processing order.
  • Avoid later effects that deliberately blur the final image.

A stencil pattern is absent

  • Enable Render CustomDepth Pass on the mesh.
  • Keep Enable Stencil Patterns on.
  • Ensure Custom Depth uses stencil mode (r.CustomDepth 3).
  • Use r.YShade.Cel.Debug 9 to display stencil values.

A pattern slides or leaves trails

World pattern space is stable against camera motion but can slide across translating skeletal meshes and movable props. Stabilize Moving Objects uses temporal history to reduce translation sliding and can create trails at silhouettes or disocclusions. Disable it when the trails are more noticeable than the sliding. Rotation and newly revealed surfaces cannot be fully stabilized.

The packaged game cannot find YShade

The plugin is source-based. Install the supported native compiler, ensure the plugin is enabled, force the project to build during packaging, remove the failed staged output, and package again. See Packaging for the complete procedure.

Forward Shading, mobile, or Substrate

The Cel / Halftone pass depends on deferred scene data. Forward Shading and mobile rendering are not supported by that pass. Substrate GBuffer layouts are not fully supported in this release. Final-screen dithering is a separate pass and requires ES3.1 feature level or newer.