Use before writing a new page
Pick the style lane first, then decide whether the work belongs as a recipe, core pack, production note, or asset-specific style page. That keeps the library from becoming a pile of unrelated shader notes.
UE5 / Style Direction / Roadmap
A shared map for the material library's visual lanes: stylized, anime, cel shader, semi-realistic, and realistic. The goal is to keep one production structure while letting each style make different lighting, texture, and control decisions.
Pick the style lane first, then decide whether the work belongs as a recipe, core pack, production note, or asset-specific style page. That keeps the library from becoming a pile of unrelated shader notes.
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Readers should know whether a page is stylized, anime, cel, semi-realistic, or realistic before reading graph details.
Why: the same node graph can be correct for one style and wrong for another.
Start with what the material should read as, then explain the signal path. Do not let node order become the story.
Why: artists and engineers both need to understand the decision, not just the construction.
Expose controls like width, softness, intensity, speed, roughness bias, tint, and mask contrast. Avoid exposing internal math just because it exists.
Why: a Material Instance should feel like a small art tool, not a debug panel.
Use a placeholder slot when the visual direction is known but the final image is not generated yet.
Why: image generation is easier once the page already says what the visual must prove.
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