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Toon shader in the style of Zelda: Breath of the Wild
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This is a shader which tries to replicate the look of The Legend of Zelda: Breath of the Wild. It is made entirely with Unity's ShaderGraph, and it uses one custom node to capture lighting.
Specifically it implements:
  • 2-levels toon shading (hard shadows)
  • Specular, in the form of brush strokes (see the face) or patches (the hair)
  • A rim lighting, only visible when the geometry is seen against the main light
  • Normal map
  • Specular map
  • Emission (and emission mask)
I also wrote an in-depth article about this shader (which contains a high-res image of the graph), and one on using the Custom Function node to get the lighting.
Ciro Continisio
Technical Evangelist - Educator
7
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Ciro Continisio
Staff
9 months ago
Technical Evangelist
JerryIs it possible to achieve a softer look with toon/cel shaders?
Sure, although the hard look is what typically defines cel-shading. But you can find a compromise, and have a shading that is just two tones, but the transition between them is soft instead of hard. Usually, to achieve it you can calculate the lighting and then based on the 0-1 result you get, sample from a gradient. This way through the gradient you have full artistic control over how hard or soft the lighting needs to be. I suggest to take a look at Andy's ShaderGraph library, there's a toon shader that does just that: https://github.com/UnityTechnologies/ShaderGraph_ExampleLibrary
0
Jerry
9 months ago
Graphic Design/Web//Writer/Producer
Is it possible to achieve a softer look with toon/cel shaders?
0