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URP Toon Shader preview
Unity

URP Toon Shader

By Ciro Continisio

$24.99

Rated 5.0/5 from 8 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $7.50. The latest store price is $24.99.

Recorded prices for URP Toon Shader 4 price observations from Aug 18, 2026 to Nov 5, 2026. Lowest recorded price $7.50. Exact dates and prices are listed below. $0.00 $12.50 $24.99 Aug 18, 2026: $7.50. Unity Flash Sale 2026-08-18 2026-08-19 Aug 19, 2026: $10. Unity Flash Sale 2026-08-19 2026-08-20 Aug 20, 2026: $12.49. Unity Discount 2026-08-20 2026-08-26 Nov 5, 2026: $24.99. Latest store price Aug 18, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$24.99Latest store price
$12.49Unity Discount 2026-08-20 2026-08-26
$10Unity Flash Sale 2026-08-19 2026-08-20
$7.50Unity Flash Sale 2026-08-18 2026-08-19

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About URP Toon Shader

  • Theme > Stylized
  • Art & Visuals > VFX
  • Art & Visuals > Textures & Materials
This is a cartoon shader for URP that replicates the rendering style of Zelda Breath of the Wild and Tears of the Kingdom. Being entirely made in ShaderGraph, it provides control to technical artists directly from the graph, without having to dive into HLSL code.
ARTISTIC FEATURES
Toon shader with 2/3 hard bands of light and shadows, specular contribution, and additional artistic light effects.
It supports a main directional light and one additional light (spot or point). Despite being an Unlit shader, it can cast and receive shadows.
It features a sort of "sub-surface scattering": the object, when seen against the main light, is lit on its contours. The effect disappears when seen from the light direction.
Another main feature is a strong lateral shine, in the direction where the main light is coming from. The intensity of this effect can be tuned per-material or removed altogether (see properties below).
Other features:
Shader is opaque, and supports clipping (cut-out transparency) using the main texture's alpha.
Supports normal maps.
Supports emission map + color.
Supports fog.
No support for metallic maps.
This is purely a shader for dynamic objects. No baking is supported.
MATERIAL PROPERTIES
Here's a description of the exposed properties:
Base properties
These are your typical properties (Base map, Normal map, Tint colour...) made to mirror the usual base properties of Lit shaders.
Shading styles
Choose between two modes. Each one displays different properties.
1: Skin or Textiles
Features a hard distinction between light and shadow, and the specular is rendered as fine brush strokes.
Paintbrush strokes size: the size of the paintbrush strokes used for the specular.
Paintbrush strokes angle: paintbrush strokes are oriented to this angle, relative to the UVs.
2: Hair or Metal
Features an additional band of shadows, and the specular is more of a blotch with some noise.
Specular noise size: the size of the noise grain breaking the specular shape
Extra band thickness: the thickness of the extra stripe of mid-tone shadows.
Toon properties
Toon cutoff: this value determines which brightness value is the threshold between shadows and light.
Additional light cutoff: when using the additional light, it will only be shown if the dot product of the angle of the light with respects to this surface is above this value. Lowering this value will show bigger patches of light. The effect can be used to make sure that even if the light is very close, it doesn't flood characters.
Shadows floor value: can be used to get rid of fully black shadows, by lifting the value of black by this amount (i.e. setting it to 0.2 makes the darkest shadow point have a 0.2 brightness). The brightest point is unaffected, and will have a brightness of 1.
Strong rim strength: the brightness of the white rim effect. A value of 0 will make it disappear, a value of 1 makes it fully white. It can be brought up to 1.2, so the rim shines when using a Bloom post-processing effect.

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