Anterill - Lightweight Toon Shader (No Post Processing)

This way of shading uses no post processing or double meshes, making it lightweight and viable for mobile platforms. Available as material functions and master material.

Documentation

Showcase Video

Contains

  • 2 Materials + 46 instances

  • 6 Material functions

  • Overview map

  • 14 halftone textures

Overview Shader

  • Unlit Opaque Material

  • Base color, either a solid color or a texture, adjustable in brightness and panning

  • Cellshading, adjustable in color tint, steps and amount

  • Normal map input, adjustable in texture and strength

  • Comic halftone, adjustable in tiling, projection, color and amount

  • Outline based on texture or solid color. Adjustable in texture, width, panning and mask

  • Specular highlight, adjustable in size, position, sharpness and color

  • Rim lighting, adjustable in size, color and sharpness

  • Day cycle and sun color reaction, adjustable in night tint

Notes

  • Highlight and shading based on directional light

  • Outline is best suited for rounded objects

  • Shader doesn't get affected by objects blocking the sunlight (As far as I know, Unreal doesn't have a way to sample shadow maps in the material editor. If someone knows more, please contact me so I can upgrade the shader.)

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Headsup: Price increase after June Sale

I'm aiming to release version 1.2 soon and with it, I will also increase the price to 14.99 USD. Version 1.2 will add normal map, material functions and more shading customization options.

To prepare for another sale in July, I will enroll the price and asset update after the June sale immediately.