[UE5] Anime/Toon/Cel Shading Model (WORKS WITH LAUNCHER ENGINE VERSIONS)

I’m not really sure what you mean. My changes don’t change anything about the material graph, they change how unreal treats the output of material graphs, in this case by making your basecolour/customdata pins literal values that are displayed unmolested, and changes how lights blend together, in the experimental branch.

The way I think about it is making it closer to how one would paint a picture in a painting program.

On a technical level the way it works is you have 3 values youre passing along, red green and blue 0 to 1, and you use math to create the colours you want to appear. The rest simply comes down to practice and studying/reverse engineering other materials. There’s lots of free professional content by Epic on the marketplace, I’d suggest you download some and study how their materials work, especially ones that do any kind of neat advanced effect beyond the usual basic diffuse+normal.