I’ve added some controls for flatter shading for ToonSkin and ToonHair. Note that this changes some pins in the material editor, and will require the engine to be partially rebuilt. Some parameters for ToonSkin might need to be moved around, since SpecularOffset’s pin is moved to another material pin for ToonSkin.
Skin:
Specular Offset and Specular Range are now unlinked and can be controlled separately. Since SpecularRange and SpecularOffset actually share the same GBuffer, SpecularRange only has 5 steps. More info on how the encoding works in a later post. SSSMode is now a switch that allows standard SSS shading or simple SSS shading that only affects the shadow color. Personally I find adding a low emissive value to the entire material or a fresnel helps this mode a little, since the lit areas receives no scattering, but it depends on how much scattering you want to emulate for skin.
Hair:
Roughness now affects the hardness of the specular and surface shadow rendering.