I’ve been able to replicate a couple versions of cel shading by copying what others have posted in this thread:
But they use the SceneTexture node in post processing and when I check the “mobile debugging” it gives me a warning that the SceneTexture node is “not supported in feature level ES2”.
This is for a mobile game and, ideally, I’d be able to target as many mobile devices as possible. The art style is very simple and low poly.
I don’t really have any experience with writing shaders but I’d like to know if there’s any other way to do this?
One idea that I thought of that might be simpler would be to use flat shading but in my tests so far it doesn’t give a pleasant result. I had to add a decent amount of geometry to get my character to deform properly and there’s a ton of triangles with a lot of different shades; but I’m thinking I could build my characters with separated parts, like the biceps and forearms and hands all separated so there’s no deformation. Hmm… strokes beard
Otherwise, I may have to resort to no shading. Just unlit, emissive materials with some “baked” shading. This wouldn’t be so bad, it could work for the art style and goals of this game; but I just want to know if there’s a better way.