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