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Christopher Bennett
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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

Christopher Bennett
  • 26.2k
  • 2
  • 26
  • 56