Toonifier – Stylized Toon & Cel Shader for URP
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Bring your models to life with Toonifier: a stylized toon shader for Unity 6 URP featuring cel shading, outlines, rims, gradients, texture controls, and a lightweight Mobile Fast version.Toonifier is a stylized shader and material system for Unity 6 URP. Create bold cel-shaded characters, colorful props, and expressive environments using intuitive material controls—without writing shader code.Build your style with flat colors, crisp lighting bands, or custom shading ramps. Add highlights, rims, gradients, and per-object outlines, then combine them with your own textures.FeaturesFlexible cel shading: flat, single-cel, stepped, and custom curve-ramp lighting, plus an extra colored shadow layer.Per-object outlines: adjustable pixel-based width, color, and opacity, rendered through the included URP Renderer Feature.Stylized highlights: configurable specular, camera-dependent View Rim, and camera-independent directional Light Rim.Height gradients and vertex colors: add color variation in local or world space.Texture controls: albedo, detail, normal, emission, and material ambient occlusion maps.Art-directed lighting: control light-color influence, override the stylized main-light direction, and customize received shadows.Transparency and cutouts: Alpha, Premultiply, Additive, and Multiply blending, alpha clipping, and face-culling controls.Material workflow: custom inspector, ramp-texture creationTwo shader optionsToonShader provides the full feature set, including additional per-pixel lights, soft-shadow support, and optional URP SSAO.Mobile Fast offers a reduced-cost alternative with one main light, hard shadows, and no additional-light shading or SSAO. It retains the artistic controls, textures, material AO, transparency, and optional outlines. A matching URP pipeline configuration is included.IncludedTwo feature-demo scenes, example materials and textures, the outline Renderer Feature, and a detailed user guide covering setup, controls, scripting, and troubleshooting.Requirements and compatibilityRequires Unity 6 with URP. Tested with Unity 6000.0.47f1 and URP 17.0.4. Other Unity 6 versions have not yet been verified. Built-in Render Pipeline and HDRP are not supported.Outlines require the included Renderer Feature to be installed on the active URP renderer. Mobile Fast reuses passes from the full shader, so both shader files must remain included. Mobile performance depends on the device and scene; physical Android and iPhone performance has not yet been validated.CompatibilityUnity 6 with Universal Render Pipeline (URP).Tested with Unity 6000.0.47f1 / URP 17.0.4.Full shader supports URP Forward and Forward+.Outline Renderer Feature supports Render Graph and compatibility mode.Built-in Render Pipeline, HDRP, and URP 2D Renderer are not supported.RenderingTwo shaders: ToonShader and ToonShader Mobile Fast.Full shader target: Shader Model 4.5; Mobile Fast forward-pass target: 3.5.Supports SRP Batcher and GPU instancing.Includes shadow-caster, depth, depth-normal, and lightmapping passes.Supports baked diffuse lighting, light probes, fog, and surface LOD cross-fading.Material FeaturesFlat, single-cel, stepped, and custom ramp-based shading.Additional cel layer with independent color, coverage, and softness.Stylized specular, Fresnel View Rim, and directional Light Rim.Local/world-space XY gradients and vertex RGB color multiplication.Albedo, detail, normal, emission, and green-channel ambient occlusion maps.Shared surface-texture tiling and offset.Opaque and transparent surfaces, four blend modes, alpha clipping, and configurable face culling.OutlinesMesh-based silhouette outlines with pixel-based width, color, and opacity.Requires the included URP Renderer Feature.Uses imported vertex normals; no separate smooth-normal bake required.Adds an outline rendering pass for enabled materials.Mobile FastOne per-pixel main light with hard shadows.No additional-light shading or SSAO.Included pipeline uses a 1024 shadow atlas and one cascade.Retains textures, material AO, highlights, gradients, rims, transparency, and optional outlines.Reuses auxiliary passes from the full shader; both shader files are required.Included Tools and SamplesCustom material inspector with ramp-texture creation.Runtime helper for synchronizing material keywords and rendering state.Two feature-demo scenes with example materials, models, and textures.User guide covering setup, features, scripting, and troubleshooting.Code refactoring



