Unreal Engine Vite Help

Shading Models

Shading models are selected from the Shading Model dropdown in the material's details panel, or driven per-pixel through the Shading Model material expression. All stock Unreal Engine 4.27 shading models remain available.

Added shading models

Shading model

Display name

Purpose

MSM_CallistoBRDF

Callisto BRDF

High-fidelity character and skin surfaces with single- and dual-lobe GGX specular

MSM_Toon

Toon

Stylised cel shading, inspired by Guilty Gear

MSM_LitReactive

Lit Reactive

Lit surface variant with anisotropy and tangent support

Callisto BRDF

Callisto BRDF provides single- and dual-lobe GGX specular with specular Fresnel falloff, aimed at characters and skin where the default lit model's single specular lobe is too crude. The Callisto BRDF demo projects show it applied to male and female character surfaces.

Pin mapping

The model repurposes several standard material pins. The material editor relabels them automatically once the shading model is selected, but knowing the mapping helps when reading material graphs or writing material functions.

Standard pin

Callisto BRDF label

Purpose

Opacity

Retroreflection

Retroreflective response strength

Ambient Occlusion

Retroreflection Falloff

Falloff curve for the retroreflection term

Anisotropy

Diffuse Fresnel

Diffuse Fresnel term

Custom Data 0

Smooth Terminator

Softens the light terminator across the shadow boundary

Custom Data 1

Diffuse Fresnel Falloff

Falloff curve for the diffuse Fresnel term

Callisto Advanced Params

An additional custom output node, Callisto Advanced Params, exposes parameters that do not fit the standard pin set:

Input

Purpose

Specular Fresnel Falloff

Falloff curve for the specular Fresnel response

Add the node to the material graph the same way as any other custom output. It compiles to the CallistoAdvancedParams material function.

Authoring notes

The smooth terminator control is the one most worth understanding. The hard light terminator produced by standard GGX shading is a well-known artefact on curved organic surfaces, particularly faces lit from a grazing angle, where the shading boundary appears unnaturally sharp. The smooth terminator input softens that transition without flattening the overall shading.

The retroreflection and diffuse Fresnel controls together let you dial in surfaces that brighten toward grazing angles — skin, fabric with fine fibres, dusty surfaces — without resorting to a subsurface model.

Toon

The Toon shading model provides cel shading with explicit artistic control over the shading ramp, specular shape and shaded colour, inspired by Arc System Works' approach in Guilty Gear.

Pin mapping

Toon repurposes more pins than any other model, because most of the standard PBR parameters have no meaning under cel shading.

Standard pin

Toon label

Purpose

Metallic

Specular Brightness

Intensity of the specular highlight

Specular

Specular Size

Size of the specular highlight

Roughness

Shadow Bias

Shifts the shading threshold between lit and shaded

Anisotropy

Softness

Softness of the lit/shaded transition

Subsurface Color

Shaded Color

Explicit colour used in the shaded region

Shaded Color is the key control. Rather than deriving shadow colour by darkening the base colour, you specify it directly, which is what gives cel-shaded art its characteristic non-physical colour shifts in shadow — skin that goes purple rather than dark brown, for instance.

Shadow Bias and Softness together define the ramp. A bias near the middle with near-zero softness gives a hard two-tone look; increasing softness moves toward a gradient.

Lit Reactive

A lit surface variant supporting anisotropy, tangent input and Custom Data 0. It is treated as a basic opaque surface for the purposes of the opacity and opacity-mask optimisation path, alongside Default Lit, which means it avoids the masked and translucent-only attribute compilation that other lit models trigger.

Shader permutations

Every shading model in use adds shader permutations, which cost compile time, PSO count and disk space. This is a real budget rather than a theoretical concern — permutation growth was one of the specific regressions Vite exists to avoid, as described in UE4 versus UE5 Cost Analysis.

See Shader Compilation and PSO for how Vite manages permutations, and note that runtime PSOs are debloated in Shipping configuration.

See also

03 August 2026