Working on a physical based cel shader with a mix of soft stylised lighting - ended up making some randomising slime enemies as a test case with a worley noise vector displacement shader :) #gamedev #shaders #animation #rpg #cute #UE4 #UnrealEnginepic.twitter.com/gUvOUK7Fv5
You should have an easier time because of Unity's mixed forward/deferred renderer :D fighting with UE4's deferred rendering pipeline is always a pain for anything stylised