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MK Nodes: Toon & Cel Shading for Shader Graph preview
Unity

MK Nodes: Toon & Cel Shading for Shader Graph

By Michael Kremmel

$39.90

About MK Nodes: Toon & Cel Shading for Shader Graph

  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Stylized
  • Art & Visuals > VFX
  • Art & Visuals > Textures & Materials
Create toon and cel shaded materials directly inside Shader Graph with a proper Custom Lit workflow. How it works: MK Nodes injects a Custom Lit Material Type directly into Shader Graph. 1. Choose a lighting model. 2. Connect your graph to the custom lit output blocks. 3. Adjust the controls - that is it. No fragile hacks. No awkward workarounds. No fighting against Shader Graph. It also supports correct DepthNormals and indirect rendering, making it suitable for real projects where depth, normals and indirect lighting matter. All engine features supported. What is included: 3 Stylized Lighting Models: Cel Shading, Multi-Band Toon, Ramp Toon. Stylized Shadows, Lighting, Occlusion (including SSAO). GPU based Anti-Aliasing for all shading models. Stylized shading effects: additional reusable Nodes. 9 minimal shader templates to start from. 1 documented tutorial graph to help you get started quickly. 3 Artist-Friendly Workflows: Simple Lit, PBR Metallic (Lit), PBR Specular (Lit Specular Setup). Additional Nodes: Sample Albedo Map, Sample Albedo Map With Details, Sample Normal Map, Sample Normal Map With Details, Occlusion Strength, Color Grading, Rim Lighting, Two Tone Rim Lighting, All internal nodes to construct the light models. Built for Shader Graph users: MK Nodes is a practical Shader Graph toolkit for artists and technical artists who want to create their own toon and cel shaded materials while keeping a clean, familiar, and flexible URP workflow inside shader graph.

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