Post Processing Shaders

I have been working on understanding post process shaders and my first experiments have been to emulate a manga look and the outrun/vaporwave style. The main experimentation I've done so far is setting up the cel shading with a Screen Tone applied using Post Process materials, isolating elements in the post process volume using Custom Depth Stencils, and using Light Functions to add a hatching texture to the shadows. These two scenes were done using mostly the same master shaders. I used material instances to modify the master shaders to get the two different looks.
All of this was done in Unreal Engine 4

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Unedited screen capture from Unreal Engine 4

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Unedited screen capture from Unreal Engine 4

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Unedited screen capture from Unreal Engine 4

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Unedited screen capture from Unreal Engine 4

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This Post Process shader makes the cel shading work and applies a screen tone to the different values.

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This material function is used the add a screen tone to the cel shading.

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This material function helps break things down for applying the cel shading, it's what determines the threshold for each range of cel shading.

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Green Screen effect for adjusting the character separate from the scene in post.

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This is the function used to cut out the characters using Custom Depth stencils.