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All posts in cel-shading

Cel Shading | Part 5 - Finishing Touches
Cel Shading | Part 5 - Finishing Touches

We can implement a texture lighting ramp for finer control over our lighting cutoff points and use different stencil IDs to prevent strange outline overlap issues.

June 23, 2019   •    cel-shading
Cel Shading | Part 4 - Edge Outlining
Cel Shading | Part 4 - Edge Outlining

Outlines are a great way to emphasize the toon aesthetic, and we can add inverted hull outlines in a second pass.

June 15, 2019   •    cel-shading
Cel Shading | Part 3 - Bump Mapping and Fresnel Lighting
Cel Shading | Part 3 - Bump Mapping and Fresnel Lighting

Normal maps let us add finer detailing on an object's surface and change the way lighting interacts with the object. Fresnel lighting helps objects stand out in a scene.

June 12, 2019   •    cel-shading
Cel Shading | Part 2 - Cel-shaded Lighting
Cel Shading | Part 2 - Cel-shaded Lighting

By introducing a hard cutoff point in the lighting ramp, we can render cel-shaded lighting, which makes objects look cartoony.

June 8, 2019   •    cel-shading
Cel Shading | Part 1 - Diffuse Lighting
Cel Shading | Part 1 - Diffuse Lighting

Unity provides ways of accessing information about lights in the scene, and we can use the vector dot product to calculate the amount of illumination on the surface.

June 5, 2019   •    cel-shading
Cel Shading | Part 0 - Lighting Models
Cel Shading | Part 0 - Lighting Models

We use simplified models to approximate the way real light behaves. By splitting light into ambient, diffuse, and specular components, we can calculate light efficiently.

June 1, 2019   •    cel-shading
Cel Shading | Series Introduction
Cel Shading | Series Introduction

The cel-shading technique was used to stylize the look of many games such as Wind Waker and Jet Set Rario. This series of articles will explore how it works.

May 29, 2019   •    cel-shading
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