UnityCelShaderFX
Changelog
All notable changes to CelShaderFX will be documented in this file.
[1.0.0] - 2026-02-21
Section titled “[1.0.0] - 2026-02-21”Core Features
- Cel Shading - Color band quantization with 2-16 bands
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- Adjustable softness for smooth/hard transitions
- Saturation control
- Custom ramp texture support
- Color palette quantization (up to 4 colors)
- Outline Detection - Edge-based outlines with multiple algorithms
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- Sobel edge detection (default, balanced)
- Roberts edge detection (sharper, thinner)
- Canny edge detection (multi-stage, cleaner)
- Difference of Gaussians (DoG, artistic)
- JFA (Jump Flood Algorithm) cinematic outlines (up to 64px width, soft glow, inner/outer control)
- Depth, normal, and curvature-based edge weights
- Distance fade option
- Kuwahara Filter - Edge-preserving smoothing for painterly looks
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- Basic variant (4-sector, fast)
- Generalized variant (8-sector, balanced)
- Anisotropic variant (flow-aligned, high quality)
- Polynomial variant (smooth sector blending, high quality)
- Adjustable radius and sharpness
- XDoG Stylization - Extended Difference of Gaussians for manga/illustration rendering
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- Fine and coarse Gaussian sigma controls
- Adjustable threshold and sharpness for ink vs pencil styles
- B&W overlay and tonal color preservation modes
- Resolution-independent line thickness
- Hatching System - Cross-hatch and line-based shading
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- Procedural line generation
- TAM (Tonal Art Map) texture support
- Hybrid mode (procedural + texture)
- Screen, World, and Blended coordinate modes
- Multi-space blending for temporal stability
- Adjustable density, rotation, thickness, spacing
- Line wobble and taper for organic look
- Up to 4 hatching layers
- Intensity mapping with shadow threshold
- Dithering - Ordered and noise-based dithering
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- Bayer matrices (2x2, 4x4, 8x8)
- Blue noise dithering
- Error diffusion (Floyd-Steinberg style)
- Adjustable color levels and strength
- Halftone - Print-style patterns
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- Dot, line, diamond, and crosshatch shapes
- CMYK mode with individual screen angles
- Adjustable scale, angle, and softness
- Watercolor Effect - Watercolor painting simulation
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- Edge darkening (wet-in-wet effect)
- Pigment granulation
- Paper texture support
- World-space projection for stability
- Painterly Effect - Oil painting and brush strokes
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- Auto, directional, and radial stroke modes
- Custom brush texture support
- Canvas texture overlay
- Color variation control
Pipeline Support
- Built-In Render Pipeline
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- CelPostProcessEffect component
- Full OnRenderImage implementation
- Universal Render Pipeline (URP)
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- CelRenderFeature renderer feature
- CelVolumeComponent volume override
- Compatible with URP 12+
- High Definition Render Pipeline (HDRP)
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- CelCustomPostProcess custom post-process
- Volume-based configuration
- Compatible with HDRP 12+
Architecture
- Object Cel Shading - Per-object cel shading via MaterialPropertyBlock
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- Normal mapping, rim lighting, matcap, PBR specular
- Per-object hatching with curvature alignment
- Face SDF shadow support
- GPU instancing compatible
- Modular System
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- CelModularController for advanced programmatic control
- 8 independent effect modules
- Runtime enable/disable of individual effects
- Module execution order system
- Preset System
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- CelShaderPreset ScriptableObject
- 10 built-in presets (Anime, Manga, Watercolor, etc.)
- Preset interpolation/blending
- Create custom presets from current settings
- Object Exclusion
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- Layer-based exclusion
- Component-based exclusion
- Mask texture support
Editor Tools
- Setup Wizard - Guided pipeline configuration
- Preview Window - Real-time effect preview with split/compare modes
- Preset Browser - Visual preset gallery
- Texture Generator - Generate blue noise, hatch patterns, ramps
Shared Shader Library
- 40+ HLSL include files for cross-pipeline compatibility
- Platform abstraction macros
- Shared effect implementations
Technical Details
Section titled “Technical Details”Shader Features
- Inverse ViewProj matrix for stable world-space reconstruction
- Triplanar projection for hatching
- TAM texture horizontal atlas sampling
- Efficient shader keywords for variant selection
Performance
- Early-out checks for disabled effects
- Cached shader property IDs
- Optimized kernel implementations
- Quality presets (Mobile, Low, Medium, High, Ultra)
[Unreleased]
Section titled “[Unreleased]”Planned
Section titled “Planned”- Additional TAM texture presets
- More built-in paper/canvas textures
- Animation support for effect parameters
- Additional preset styles
- Performance profiling tools
Version History
Section titled “Version History”| Version | Date | Description |
|---|---|---|
| 1.0.0 | 2026-04-13 | Initial release |
Support
Section titled “Support”For issues, feature requests, or questions:
- Check Troubleshooting Guide
- Review Documentation
- Contact via Unity Asset Store
CelShaderFX is developed and maintained by Ibrahim Afara
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