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Post Undeleted by Christopher Bennett
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Christopher Bennett
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The "modern" conventionThis might not be the solution you are looking for toon shading (or at least what, but since you have only 3 levels, I use) is to convert a Diffuse BSDF (gives gradient shading)would suggest going about it something like this. You will probably have to RGB using aadjust the Shader to RGBgreater than/less than node (only works in eevee)values, and then converting the gradient shadows into shadow "sections" by using a ColorRamp set to "constant". You can then multiply the resulting "shadow sections" over your base texture(s):

Toon1

You can changepossibly the shadow "influence" by adjusting"shade of grey" in the mixcenter of the MixRGB node:ColorRamp to match your scene lighting.

Toon2Mix1

This worksis just to get the same way if you are mixing multiple textures. Just mix them as you normally would representing shadows (I just used a Noise Texture as a mask for my example)- if you want the accompanying darkness levels, thenjust multiply the shadows over the final mixresult by the ColorRamp values:

Toon3Mix2

The "modern" convention for toon shading (or at least what I use) is to convert a Diffuse BSDF (gives gradient shading) to RGB using a Shader to RGB node (only works in eevee), and then converting the gradient shadows into shadow "sections" by using a ColorRamp set to "constant". You can then multiply the resulting "shadow sections" over your base texture(s):

Toon1

You can change the shadow "influence" by adjusting the mix of the MixRGB node:

Toon2

This works just the same way if you are mixing multiple textures. Just mix them as you normally would (I just used a Noise Texture as a mask for my example), then multiply the shadows over the final mix:

Toon3

This might not be the solution you are looking for, but since you have only 3 levels, I would suggest going about it something like this. You will probably have to adjust the greater than/less than values, and possibly the "shade of grey" in the center of the ColorRamp to match your scene lighting.

Mix1

This is just to get the textures representing shadows - if you want the accompanying darkness levels, just multiply the final result by the ColorRamp values:

Mix2

Post Deleted by Christopher Bennett
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Christopher Bennett
  • 26.2k
  • 2
  • 26
  • 56

The "modern" convention for toon shading (or at least what I use) is to convert a Diffuse BSDF (gives gradient shading) to RGB using a Shader to RGB node (only works in eevee), and then converting the gradient shadows into shadow "sections" by using a ColorRamp set to "constant". You can then multiply the resulting "shadow sections" over your base texture(s):

Toon1

You can change the shadow "influence" by adjusting the mix of the MixRGB node:

Toon2

This works just the same way if you are mixing multiple textures. Just mix them as you normally would (I just used a Noise Texture as a mask for my example), then multiply the shadows over the final mix:

Toon3