NPR post-processing + per-object cel shading. 8 effects, 5 outline methods, and the ObjectCelShading component with rim, matcap, PBR, and face SDF. Compatible with all 3 pipelines.CelShaderFX DocumentationCelShaderFX TrailerCelShaderFX TutorialFull-scene NPR effects meet per-object precision.CelShaderFX Pro combines the complete post-processing suite from CelShaderFX Essentials with a powerful per-object cel shading system. Apply global stylization across your entire scene, then take fine-grained control over individual characters and meshes with the ObjectCelShading component. Normal mapping, rim lighting, matcap, PBR specular, face SDF shadows, and GPU instancing are all included.One System. Three pipelines. Per-object control where it matters.Why CelShaderFX Pro?Post-Process + Per-Object: Global NPR effects for the scene, plus a dedicated component for characters and hero assets.GPU Instanced: Uses MaterialPropertyBlock for efficient per-instance rendering—draw hundreds of NPCs without material duplication.All 3 Pipelines: Built-In, URP, and HDRP supported from a single package.Zero Cost When Disabled: Effects that are turned off consume zero GPU time.Full Source Code: Every C# script and HLSL shader file included (~100 files).ObjectCelShading — Per-Object Control (Pro Exclusive)The ObjectCelShading component provides per-mesh stylization independent of the global post-process stack:Normal Mapping: Detailed surface shading for stylized characters.Rim Lighting: Fresnel-based rim light for silhouette emphasis and drama.MatCap Support: Use Material Capture textures for quick, artist-friendly shading.PBR Specular: Blend physically-based highlights with cel shading bands.Face SDF Shadow: Signed Distance Field shadows for anime-accurate facial shading that follows light direction perfectly.Per-Object Hatching: Independent density and angle control for specific meshes.8 Post-Process Effect ModulesCel Shading: Color band quantization (2–16 bands) and custom ramp textures.Outlines (5 Methods): Sobel, Roberts, Canny, DoG, and JFA Cinematic Outlines.Kuwahara Filter: 4 variants of anisotropic smoothing for a painterly look.XDoG Ink Stylization: Resolution-independent manga-style ink rendering.Hatching & Halftone: Procedural crosshatching and classic comic book dots.Dithering: Bayer, blue noise, and STBN patterns for smooth gradients.Watercolor & Painterly: Simulated paint bleeding, wet edges, and paper textures.Feature Comparison[ E ] = Essentials | [ P ] = Pro | [ U ] = Ultimate8 Post-Process Effect Modules .................... [ E ] | [ P ] | [ U ]5 Outline Methods (incl. JFA) ..................... [ E ] | [ P ] | [ U ]Kuwahara Filter (4 variants) ....................... [ E ] | [ P ] | [ U ]XDoG Ink Stylization ................................... [ E ] | [ P ] | [ U ]Built-In / URP / HDRP ................................. [ E ] | [ P ] | [ U ]10 Built-In Presets ....................................... [ E ] | [ P ] | [ U ]Object Exclusion (Layer/Stencil) ............... [ E ] | [ P ] | [ U ]Full Source Code .......................................... [ E ] | [ P ] | [ U ]ObjectCelShading Component ................... [ -- ] | [ P ] | [ U ]Per-Object Rim, MatCap, PBR .................... [ -- ] | [ P ] | [ U ]Face SDF Shadow Support .......................... [ -- ] | [ P ] | [ U ]GPU Instancing (MaterialProp) ................... [ -- ] | [ P ] | [ U ]CelModularController API .......................... [ -- ] | [ -- ] | [ U ]Runtime Preset Interpolation ..................... [ -- ] | [ -- ] | [ U ]Unity Version: 2021.3 LTS or newer.Render Pipelines: Built-In, URP, or HDRP.Platforms: All platforms supported by your chosen pipeline.




