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.

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).
  • LW Shader (lightweight shader):
    •  It uses the Unreal Digital Human shader which is a light-weight shader from the UE Paragon game.
    • It makes improvements for the skin shader while staying efficient, making it suitable for side characters.
    • The character's materials are:
      1. For Head and Body: LW materials named with suffix *_Pbr_LW_Inst.
      2. For Hair, Eyes, Tongue and Teeth: LWHQ materials named with suffix *_Pbr_LWHQ_Inst.
      3. For Cloth and Accessory: Standard materials named with suffix *_Pbr_Inst.
  • 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:
      1. For Head and Body: HQ materials named with suffix *_Pbr_HQ_Inst.
      2. For Hair, Eyes, Tongue and Teeth: LWHQ materials named with suffix *_Pbr_LWHQ_Inst.
      3. For Cloth and Accessory: Standard materials named with suffix *_Pbr_Inst.