3 Shader Types
The CC and iClone Auto Setup shader has 3 levels: Standard, LW and HQ. Each character is applied with materials that are compatible with these shaders for rendering. Please refer to the tutorial video for more information.
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User Interface layout for the FBX character file from iClone or Character Creator. |
User Interface layout for the transferred character from iClone with Live Link plugin. |
Visual Differences
- Standard Shader:
- This shader shows the basic PBR effect. It is the default Unreal shader.

- It is suitable for rendering NPC (non-player characters) or characters that are far away from the camera view
that do not need too many details.

- All of the character's materials are set to Standard ones and named with suffix: *_Pbr_Inst).
- This shader shows the basic PBR effect. It is the default Unreal shader.
- LW Shader (lightweight shader):
- It uses the Unreal Digital Human
shader which is a light-weight shader from the UE Paragon game.

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It makes improvements for the skin shader while staying
efficient, making it suitable for side characters.

- The character's materials are:
- For Head and Body: LW materials named with suffix *_Pbr_LW_Inst.
- For Hair, Eyes, Tongue and Teeth: LWHQ materials named with suffix *_Pbr_LWHQ_Inst.
- For Cloth and Accessory: Standard materials named with suffix *_Pbr_Inst.
- It uses the Unreal Digital Human
shader which is a light-weight shader from the UE Paragon game.
- HQ Shader (high-quality shader):
- It uses the Unreal Digital Human shader which improves upon the appearance of the skin but at
the cost of system performance.

- This shader is suitable for the playable characters or close-up shots.

- The character's materials are:
- For Head and Body: HQ materials named with suffix *_Pbr_HQ_Inst.
- For Hair, Eyes, Tongue and Teeth: LWHQ materials named with suffix *_Pbr_LWHQ_Inst.
- For Cloth and Accessory: Standard materials named with suffix *_Pbr_Inst.
- It uses the Unreal Digital Human shader which improves upon the appearance of the skin but at
the cost of system performance.