Unreal fundamentally can’t create either of these without engine source modifications:
https://docs.unity3d.com/Packages/com.unity.toonshader@0.7/manual/GettingStarted.html
Due to a lack of a shading model with greater control over lighting, Unreal is limited to NPR hacks that simply don’t hold up compared to what an artist can easily do in Blender, Unity, Godot, Arnold, and so on - I and many others would really appreciate it if that could be rectified.
If anyone is confused as to why materials can’t make up for this the answer is the same reason why every other shading model exists (anisotropic, hair, skin, ect) and I hope that my two links I’ve provided can show you what is possible in Unity, is definitely possible in Godot, and is missing in Unreal.
I hope I’ve come across fairly, but there’s so much interest in NPR rendering and the Unlit shading model simply pushes more and more manual work into Blueprints and parameters and content authorship where a shader could seriously solve the majority of it. I love the control that that process provides, but it’s cumbersome and the out of the box experience that every other Engine is providing makes Epic’s decision to ignore NPR something that should change.
Also, fix orthographic. It’s shameful that you’ve let that stew for so long. Please.