A URP shader that shades meshes in two flat colors, like a linocut print. Realtime lights and shadows decide where each color goes. Includes four demo scenes.URP only, with the Forward or Forward+ renderer. Built-in, HDRP and Deferred are not supported.Opaque surfaces only. The shader ignores lightmaps, light probes and cookies, and has no transparency.Linocut shades opaque meshes in two colors. Surfaces that get enough light use the light ink, everything else uses the shadow ink. Your lights, shadows and normal maps decide the shape of the lit areas.Put a Two Ink material on a mesh in a URP scene and pick two colors. Light Threshold sets how much of the surface turns light. Surface Exposure balances materials against each other, and Facet Power sets how sharp the light edges are. When you move a light, the ink follows it.FeaturesDirectional, Point and Spot lights with realtime shadowsOptional normal maps for fine detailCurved Relief mode with a curvature baker for smooth formsStyle Profiles to share one palette across many materialsFull shader and C# sourceDemo scenesForest, Hall, Courtyard and Gallery, each with camera views and a settings panel in Play Mode. Gallery has the marble bust, lion head and horse head from the trailer. The other sculptures and sets in the trailer are not included.LimitsURP with the Forward or Forward+ renderer. Opaque surfaces only. The shader doesn't support transparency, alpha cutout, lightmaps, probes, specular, cookies or color textures.Asset uses three Poly Haven models (marble_bust_01, lion_head, horse_head) under CC0 1.0. See Third-Party Notices.txt in the package.Flat two-color shading driven by realtime lights and shadowsAny two colors per materialWorks with Directional, Point and Spot lightsOptional normal maps for fine reliefCurved Relief mode with a curvature baker for smooth formsStyle Profiles to share one palette across many materialsCustom material InspectorAI tools (OpenAI Codex and Anthropic Claude) were used for prototyping. I wrote the HLSL shaders, C# runtime code, and Editor scripts myself. AI-assisted Blender scripts were used to create some of the 3D models for the Forest, Hall, and Courtyard scenes. The normal maps were generated using scripts based on mathematical height functions. No AI service is required to use the asset.







