@SebHillaire
Thank you for the amazing feature! I have a question and a feature request regarding the shadow rendering of Toon BSDF. Is it possible to apply cel-shading to shadows cast from other meshes onto this material? Or conversely, shadows cast by this material onto other materials?
Currently, the self-shadowing on the mesh using this material looks beautifully toon-shaded. However, shadows cast by other meshes onto this material remain photorealistic.
This breaks the visual consistency, and I would love to find a way to fix it. This issue also occurs with multi-part meshes, where a shadow from one part cast onto another part looks realistic rather than stylized.
Are there any plans to support this feature in the future? Or is there already a way to achieve this that I might be missing?
Of course, features like contour or outlines that others have mentioned are also useful and important aspects of toon shading. However, those can often be supplemented through techniques such as post-processing. In the case of my request, though, I believe this is an essential requirement for using the Toon BSDF node in a commercial game production environment.
Thanks again for your great work!