I made a character for a mobile game in Blender rendered with Cycles, and i used a toon material as shader. Now, for each toon material i create, i used an 'Image Texture' as a color gradient. I like the result, but i'm trying to work more on the shadows of the character, not cast shadows, but of the character itself. What i cannot figure out, using an image texture(png) as a color gradient, is there a way to change the colors of the shadows of the material? only of the shadows. This is my character: Thank you in advance
Just an illustration of Coby Randal's comment - Shader to RGB node.
In case you want to keep AO ...
Note: I wanted to composite AO pass (instead mix it in shader), but with this shader is AO pass wrong for some reason.
I haven't found a way to change the color of shadows with only materials in cycles, I mean there is a way, but by doing so all shadows made by that object will be tinted (either on itself and that would include the background). A more controlled way would be by using the compositor in post, production.
You can't change the color of the shadows directly as far as I know, but via compositing you can. Try messing with a color balance node and see if it is to your liking. https://docs.blender.org/manual/en/latest/compositing/types/color/color_balance.html
edit: actually, if you are willing to switch to eevee, you might be get more control over your shadows. https://www.youtube.com/watch?v=t91X4eukZY4 Here is the tutorial I followed, except I didn't split the RGB, didn't use a diffuse shader to modify the base, and just simply used a color ramp with the different colors I wanted for the shaders. Try it c: