A lightweight, professional-grade procedural NPR (Non-Photorealistic Rendering) shader solution for Unity 6.Give your characters expressive shading, defined highlights and clean silhouettes.****Clean Anime** is a customizable toon shader for **Unity 6 and the Universal Render Pipeline (URP)**. Designed for anime characters, stylized games and character showcases, it combines ramp-based shading, shaped specular highlights, rim lighting and adjustable outlines in a grouped material inspector.Use a ramp texture to define your shading palette, then adjust the light-to-shadow threshold, transition softness and shading strength directly on the material. Build a bold cel-shaded look or softer transitions, with separate controls for cast shadows and ambient fill.**Key Features**- **Art-directed toon shading:** Combine ramp textures with procedural threshold and softness controls. Adjust diffuse saturation and indirect lighting to refine skin, clothing and other character materials.- **Stylized shadow transitions:** Tune shadow strength and filtering, with separate controls for how cast shadows affect lit and dark regions. Add a colored Ramp Border for a stylized subsurface-scattering effect at the light-to-shadow transition.- **Shaped specular highlights:** Blend conventional gloss with shaped toon highlights using a single Shaping Strength control. Adjust color, intensity, size, smoothness and edge anti-aliasing per material.- **Light-responsive rim lighting:** Define silhouettes with adjustable rim color, intensity, threshold and softness. Light Alignment controls how strongly the rim responds to backlighting.- **Two outline workflows:** Use the shader's built-in mesh outlines with width, color, minimum pixel width, coverage and depth-offset controls. For additional edge smoothing, use the included SSOutline Renderer Feature with a screen-space anti-aliasing resolve and Volume controls.- **Character material controls:** Add normal-map detail, bend the diffuse lighting response and create emissive accents with an emission mask and HDR tint. Opaque, transparent and alpha-clipped surface options are available.- **Interactive examples:** Explore three demo characters, individual scenes and a shared showcase. Compare six lighting presets, adjust light intensity, switch character views and inspect the results with interactive camera controls.Includes shader source, a custom material inspector, example materials and ramp textures, the SSOutline system, demo scenes and an English PDF user guide.**Target environment:** Unity 6 with Universal Render Pipeline.- **Rendering paths:** Forward and Forward+. Use per-pixel additional lights for the shader's additional-light shading.- **Lighting:** Main directional light and additional directional, point and spot lights, with stylized diffuse, specular and rim contributions.- **Indirect lighting:** Shader paths for lightmaps, spherical-harmonic light probes and Adaptive Probe Volumes (APV), with adjustable ambient-fill intensity.- **Material textures:** Base map, ramp texture, normal map and emission mask.- **Shading controls:** Ramp threshold, softness and weight; saturation boost; shadow strength and filtering; lit-side and dark-side shadow influence; Ramp Border; normal bending; specular shaping; rim lighting.- **Surface controls:** Opaque and transparent modes, alpha clipping and face culling.- **Built-in outlines:** Inverted-hull mesh expansion with camera-distance/FOV adjustment, minimum pixel width, coverage-based edge smoothing and depth offset.- **Optional SSOutline:** Unity 6 Render Graph integration, layer filtering, Volume overrides and adjustable screen-space AA resolve. Requires the SSOutline Renderer Feature and an enabled SSOutline Volume override, with Render Graph active.- **Shader structure:** HLSL source with modular lighting functions and a shared UnityPerMaterial constant buffer for SRP Batcher compatibility. Includes forward, outline, shadow, depth, depth-normal, motion-vector and Meta passes.- **Highlight customization:** Common controls are exposed in the material inspector. Advanced shaping settings, including tangent-space shift, compression and split, are available as source-level HLSL defines.- **Demo content:** Three character examples, individual demo scenes, a shared interactive showcase, example materials and ramp textures, and six lighting presets: Studio, Side, Back, Top, Sunset and Moonlight.- **Documentation:** English PDF user guide and included third-party notices for the SSOutline shader assets.OpenAI Codex assisted with editor code, demo asset preparation, documentation, and promotional image layouts.Store screenshots were captured directly from Unity and edited for cropping, text, and layout. No generative image editing was used to alter the characters or shader effects shown in these screenshots.The anime shader is a hand-crafted remake of the author’s earlier mobile-game toon shader, adapted and tested in Unity URP.


