How does toon/cel shading actually work (a stepped ramp on lighting), and what are the first controls to set in Blender, Unity or a custom shader?
Three primary sources describe the same core: lighting is reduced to a hard step. Motomura (Arc System Works, 2015) describes the Xrd shader as a step function of a threshold, a light vector and a normal, with artists painting the threshold per vertex. Blender documents a Color Ramp (Constant interpolation) after Shader To RGB (EEVEE only, with stated PBR costs) as a toon shader. Unity Toon Shader documents base/1st/2nd shade colours with step and feather controls and shade colours independent of light colour. The sources do not give numeric defaults; they treat the look as an art-directed choice.
Three primary sources describe the same core: lighting is reduced to a hard step. Motomura (Arc System Works, 2015) describes the Xrd shader as a step function of a threshold, a light vector and a normal, with artists painting the threshold per vertex. Blender documents a Color Ramp (Constant interpolation) after Shader To RGB (EEVEE only, with stated PBR costs) as a toon shader. Unity Toon Shader documents base/1st/2nd shade colours with step and feather controls and shade colours independent of light colour. The sources do not give numeric defaults; they treat the look as an art-directed choice.
Curator qualifications: Cel shading reduces lighting to a hard step of threshold, light vector and normal; artists paint per-vertex thresholds (Arc System Works, Xrd).
Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.
Structured fields
{
"citations": [
{
"url": "https://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf",
"note": "candidate evidence excerpts"
},
{
"url": "https://docs.blender.org/manual/en/4.5/render/shader_nodes/converter/shader_to_rgb.html",
"note": "candidate evidence excerpts"
},
{
"url": "https://docs.blender.org/manual/en/4.5/interface/controls/templates/color_ramp.html",
"note": "candidate evidence excerpts"
},
{
"url": "https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/README.md",
"note": "candidate evidence excerpts"
},
{
"url": "https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/SceneLight.md",
"note": "candidate evidence excerpts"
},
{
"url": "https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/ShadingStepAndFeather.md",
"note": "candidate evidence excerpts"
},
{
"url": "https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/Troubleshooting.md",
"note": "candidate evidence excerpts"
}
]
}Evidence claims
- [sourced_fact] Three primary sources describe the same core: lighting is reduced to a hard step. Motomura (Arc System Works, 2015) describes the Xrd shader as a step function of a threshold, a light vector and a normal, with artists painting the threshold per vertex. Blender documents a Color Ramp (Constant interpolation) after Shader To RGB (EEVEE only, with stated PBR costs) as a toon shader. Unity Toon Shader documents base/1st/2nd shade colours with step and feather controls and shade colours independent of light colour. The sources do not give numeric defaults; they treat the look as an art-directed choice. · locator: candidate evidence excerpts source
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | permitted | permitted | unknown | unknown | Applies to this original summary only, not to the cited sources. |
Linked records
- cites → https://docs.blender.org/manual/en/4.5/interface/controls/templates/color_ramp.html
- cites → https://docs.blender.org/manual/en/4.5/render/shader_nodes/converter/shader_to_rgb.html
- cites → https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/README.md
- cites → https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/SceneLight.md
- cites → https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/ShadingStepAndFeather.md
- cites → https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/Troubleshooting.md
- cites → https://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf