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UnityCelShaderFX

User Manual

Complete Guide to Non-Photorealistic Rendering

Section titled “Complete Guide to Non-Photorealistic Rendering”

CelShaderFX is a comprehensive non-photorealistic rendering (NPR) post-processing system for Unity. It transforms your 3D scenes into stylized artwork with effects ranging from anime cel shading to oil paintings.

Harbour Square with CelShaderFX off and on, with the Comic Book preset.
Harbour Square with CelShaderFX off and on, with the Comic Book preset.
  • 8 Post-Process Modules: Cel Shading, Outlines (5 methods), Kuwahara, Hatching, Dithering, Halftone, Watercolor, Painterly
  • Object Cel Shading: Per-object shader with toon lighting, hatching, rim, matcap, specular, face SDF, and foliage animation
  • Cross-Pipeline: Works with Built-In, URP, and HDRP
  • 37 Artistic Presets: Anime, Manga, Comic, Painting, Drawing, Retro and Experimental looks, from Anime Classic to Sin City
  • Modular Design: Enable only what you need
  • Runtime Control: Full scripting API
  • Performance Options: Quality presets from Mobile to Ultra
  • Unity 2021.3 LTS and later
  • Unity 2022.x
  • Unity 2023.x

CelShaderFX provides two ways to use the effects:

Uses a single settings asset with all effects in one place.

CelShaderSettings (ScriptableObject)
   └── All effect parameters
   └── Applied via CelPostProcessEffect / Volume

Best for:

  • Quick setup
  • Static effect configurations
  • Artists who prefer a unified interface

Uses individual modules with a controller for runtime manipulation.

CelModularController (MonoBehaviour)
   ├── KuwaharaModule
   ├── CelShadingModule
   ├── OutlineModule
   ├── HatchingModule
   ├── DitheringModule
   ├── HalftoneModule
   ├── WatercolorModule
   └── PainterlyModule

Best for:

  • Runtime effect switching
  • Programmatic control
  • Complex effect layering
Architecture Diagram
Architecture Diagram
Architecture Diagram
Architecture Diagram

Cel shading (also called toon shading) quantizes smooth color gradients into discrete bands, creating a flat, cartoon-like appearance.

Cel Shading Example
Cel Shading Example

Parameters

ParameterRangeDefaultDescription
Enable Cel ShadingboolfalseMaster toggle for cel shading
Band Count2-164Number of color bands. Lower = more stylized
Softness0-10.05Transition softness between bands
Saturation0-21.0Color saturation adjustment

Ramp Texture

For custom shading gradients, use a ramp texture:

ParameterDescription
Use Ramp TextureEnable custom gradient lookup
Ramp TextureHorizontal gradient texture (left=dark, right=bright)
Ramp Textures
Ramp Textures

Color Palette

Force colors to match a specific palette:

ParameterDescription
Use Color PaletteEnable palette quantization
Palette Colors 1-4Up to 4 colors in the palette
Palette SoftnessBlending between palette colors
Color Palette
Color Palette

Tips

  • Anime Style: 3-4 bands, low softness, high saturation
  • Soft Toon: 5-6 bands, higher softness
  • Graphic Novel: 2-3 bands, custom palette

Edge detection based outlines that emphasize object silhouettes and surface details.

Outline Example
Outline Example

Detection Methods

MethodDescriptionBest For
SobelClassic edge detection, balancedGeneral use
RobertsSharper, thinner linesFine details
CannyMulti-stage, cleaner edgesClean artwork
DoGDifference of Gaussians, artisticSketch effects
Outline Methods
Outline Methods

Parameters

ParameterRangeDefaultDescription
Enable OutlinebooltrueMaster toggle
MethodenumSobelEdge detection algorithm
Thickness0.5-51.0Line width in pixels
ColorColorBlackOutline color

Edge Detection Tuning

ParameterRangeDefaultDescription
Depth Threshold0.01-10.1Sensitivity to depth discontinuities
Normal Threshold10-9045Sensitivity to surface angle changes (degrees)
Depth Weight0-21.0Contribution of depth edges
Normal Weight0-21.0Contribution of normal edges
Curvature Weight0-20Contribution of surface curvature

Distance Fade

ParameterRangeDescription
Distance Fade0-0.1Fade outlines with camera distance (0 = no fade)

Tips

  • Bold Comics: Thickness 2-3, pure black, high depth weight
  • Subtle Enhancement: Thickness 0.5-1, gray color, distance fade
  • Sketch Look: DoG method, with hatching enabled

An edge-preserving smoothing filter that creates a painterly look by averaging colors in local regions while maintaining sharp edges.

Kuwahara Example
Kuwahara Example

Variants

VariantDescriptionPerformance
BasicClassic 4-sector averagingFast
Generalized8-sector with overlapMedium
Anisotropic/PolynomialFlow-aligned, follows edgesSlow
Kuwahara Variants
Kuwahara Variants

Parameters

ParameterRangeDefaultDescription
Enable KuwaharaboolfalseMaster toggle
VariantenumBasicFilter algorithm
Radius2-84Kernel size (higher = more blur)
Sharpness0.5-168Edge preservation strength
Anisotropy/Polynomial0-11Flow alignment (Anisotropic only)

Performance Note

Kuwahara is computationally expensive. Keep radius ≤5 for real-time performance on mid-range hardware.

RadiusRelative Cost
21x (baseline)
44x
69x
816x

Tips

  • Subtle Smoothing: Radius 2-3, Basic variant
  • Oil Painting: Radius 4-5, Anisotropic variant, combine with Painterly
  • Anime Skin: Radius 3, high sharpness

Cross-hatching and line-based shading that simulates traditional pen/pencil techniques.

Hatching Example
Hatching Example

Coordinate Modes

ModeDescriptionBest For
Screen SpaceLines aligned to screenUI, 2D games
World SpaceLines aligned to worldArchitecture, stable objects
BlendedMix of all spacesGeneral use, reduces swimming
Hatching Modes
Hatching Modes

Generation Types

TypeDescription
ProceduralGenerated mathematically, fully adjustable
TextureUses TAM (Tonal Art Map) textures
HybridCombines both approaches

Pattern Parameters

ParameterRangeDefaultDescription
Density1-5010Line frequency
Rotation-90 to 9045Primary line angle (degrees)
Secondary Angle30-9090Cross-hatch angle offset
Layers1-43Number of hatching layers

Line Appearance

ParameterRangeDefaultDescription
Line Thickness0.1-10.4Line width
Line Spacing0.5-31.0Space between lines
Line Wobble0-10.3Organic irregularity
Line Taper0-10.2Taper at line ends

Intensity Mapping

Controls how scene brightness maps to hatching density:

ParameterRangeDescription
Intensity Min0-1Luminance for maximum hatching
Intensity Max0-1Luminance for no hatching
Shadow Threshold0-0.5Exclude deep shadows from hatching

Space Weights (Blended Mode)

ParameterDescription
World Space WeightStability for static geometry
View Space WeightBalance between world and screen
Screen Space WeightConsistent screen density

TAM Texture Support

For texture-based hatching:

ParameterDescription
Pattern TextureTAM atlas (horizontal strip, light to dark)
Cross Hatch TextureOptional secondary pattern
Tone CountNumber of tones in TAM (2-8)
Invert TextureToggle if texture has black lines on white
Tonal Art Map hatching: a metal urn, a cardboard box and a helmet drawn with cross-hatched line shading.
Tonal Art Map hatching: a metal urn, a cardboard box and a helmet drawn with cross-hatched line shading.

Tips

  • Manga: High density, 2 layers, screen space
  • Sketch: Lower density, 3 layers, line wobble, blended space
  • Engraving: Very high density, no wobble, world space

Ordered dithering patterns that reduce color banding and create retro pixel art aesthetics.

Dithering Example
Dithering Example

Blue Noise / STBN

Bayer
Bayer

Bayer

Modes

ModeDescription
Bayer 2x2Smallest pattern, very pixelated
Bayer 4x4Classic retro game dithering
Bayer 8x8Smoother gradient approximation
Blue NoiseOrganic, film grain-like
STBNRetro or print feel

Parameters

ParameterRangeDefaultDescription
Enable DitheringboolfalseMaster toggle
ModeenumBayerDithering algorithm
Color Levels2-328Output color depth
Strength0-11.0Dithering intensity
Scale1-41Pattern scale multiplier

Tips

  • Retro Game: Bayer 4x4, 4-8 color levels
  • Subtle Film Grain: Blue Noise, high color levels, low strength
  • 1-bit Art: Bayer, 2 color levels

Ben-Day dots and print-style patterns commonly seen in comics and pop art.

Halftone Example
Halftone Example
The Halftone effect with the diamond pattern, on a helmet.
The Halftone effect with the diamond pattern, on a helmet.
The Halftone effect with the line pattern, on a helmet.
The Halftone effect with the line pattern, on a helmet.

Shapes

ShapeDescription
DotsClassic circular dots
LinesParallel lines
DiamondsDiamond/square pattern
CrosshatchCrossed line pattern(soon)

Parameters

ParameterRangeDefaultDescription
Enable HalftoneboolfalseMaster toggle
ShapeenumDotsPattern shape
Scale1-204Dot/pattern size
Angle0-900Pattern rotation
Softness0-10.5Edge softness

CMYK Mode ( Will be available in the next update)

Enable multi-color halftone with separate screen angles:

ParameterDefaultDescription
Enable CMYKfalseFour-color separation
Cyan Angle15°Cyan screen angle
Magenta Angle75°Magenta screen angle
Yellow Angle0°Yellow screen angle
Black Angle45°Black (key) screen angle
CMYK Halftone
CMYK Halftone

Tips

  • Pop Art: Large dots, high contrast
  • Newspaper: Small dots, subtle, with outlines
  • Vintage Print: CMYK mode with slight misregistration

Simulates watercolor painting with edge darkening, pigment granulation, and paper texture.

Watercolor Example
Watercolor Example

Parameters

ParameterRangeDefaultDescription
Enable WatercolorboolfalseMaster toggle
Edge Darkening0-10.5Wet-in-wet edge accumulation
Granulation0-10.3Pigment particle settling
Paper Strength0-10.2Paper texture visibility

World Space Projection

ParameterDescription
World SpaceUse world coordinates for stable noise
Noise ScaleScale of noise texture

Paper Texture

ParameterDescription
Paper TextureCustom paper grain texture

Tips

  • Loose Watercolor: High edge darkening, high granulation
  • Tight Watercolor: Low granulation, more paper texture
  • Chinese Brush: High edge darkening, minimal granulation

Oil painting and artistic brush stroke effects.

The Painterly effect on a village scene with a wooden bridge and a lamp post.
The Painterly effect on a village scene with a wooden bridge and a lamp post.

Stroke Modes

ModeDescription
AutoAutomatic stroke direction from image gradients
DirectionalUser-defined stroke direction
RadialStrokes radiate from center

Parameters

ParameterRangeDefaultDescription
Enable PainterlyboolfalseMaster toggle
Stroke ModeenumAutoStroke direction method
Brush Size1-206Stroke width
Brush Strength0-10.6Effect intensity
Color Variation0-10.2Random color shifts

Textures

ParameterDescription
Brush TextureCustom brush stroke texture
Canvas TextureCanvas weave overlay
Canvas StrengthCanvas texture intensity
Brush Textures
Brush Textures

Tips

  • Oil Painting: Combine with Kuwahara Anisotropic, medium brush size
  • Impressionist: Smaller brush, higher color variation
  • Palette Knife: Large brush, directional mode

Object Cel Shading is a per-object material-replacement shader that applies cel shading, hatching, outlines, and stylized lighting directly to individual meshes. Unlike the post-process effects which operate on the full screen, Object Cel Shading uses the object’s own UVs and geometry, producing stable hatching lines that stick to surfaces without swimming.

Works on all three pipelines: Built-In, URP, and HDRP.

Pro and Ultimate: three Object Cel Shading setups in one scene, each head shaded on its own.
  1. Select a GameObject with a Renderer (MeshRenderer, SkinnedMeshRenderer)
  2. Add Component > CelShaderFX > Object Cel Shading
  3. The component automatically replaces the object’s material with the cel shading shader

The component uses MaterialPropertyBlock for per-instance GPU instancing, so multiple objects can share the same shader with different settings at no extra draw call cost.

The Add Component menu on an object, with Object Cel Shading highlighted.
The Add Component menu on an object, with Object Cel Shading highlighted.

When using Object Cel Shading alongside the post-process effects, enable Exclude From Post Process (on by default) to prevent double outlines and double cel shading on the same object.

Object-space hatching lines that follow the mesh surface.

ParameterRangeDefaultDescription
Use HatchingbooltrueEnable hatching overlay
Density1-40020Line frequency
Rotation-PI to PI0.785Primary line angle (radians)
Secondary Angle0.52-1.571.57Cross-hatch angle offset
Layers1-43Number of hatching layers
Hatching ModeenumCombinedScreen, Object, or Combined space

Line Appearance

ParameterRangeDefaultDescription
Line Thickness0.1-10.4Line width
Line Spacing0.5-31.0Space between lines
Line Wobble0-10.3Hand-drawn irregularity
Line Taper0-10.2Taper at line ends
Line ColorColorDark grayColor of hatching lines

UV Settings

ModeDescription
UV0Standard mesh UVs
TriplanarWorld-space projection for objects without good UVs

For triplanar mode, adjust Triplanar Scale and Triplanar Sharpness to control the projection.

Controls how light and shadow are rendered on the object.

ParameterRangeDefaultDescription
Ramp Threshold0-10.5Light/shadow boundary position
Ramp Smoothness0.001-10.01Transition sharpness
Use Procedural RampboolfalseGenerate ramp from 4 corner colors
Ramp TextureTexture2DnoneCustom 1D or 2D ramp lookup
Ramp Blend ModeenumMultiplyHow ramp blends with base color
Use Cel BandsboolfalseQuantize lighting into discrete bands
Cel Bands0-200Number of bands (0 = smooth)

Vertex-extrusion outlines drawn as an inverted-hull pass.

ParameterRangeDefaultDescription
Outline Width0-0.050.02Outline thickness
Outline ColorColorBlackOutline color
Width SourceenumConstantConstant or vertex alpha driven
Color SourceenumConstantConstant or vertex color driven
Noise Scale0-10050Sketchy outline noise frequency
Noise Speed0-100Boiling/animated noise speed
Noise Strength0-0.050Noise distortion amount
StyleDescription
SimpleBasic Blinn-Phong cel specular
AnisotropicHair/silk-style directional specular
Angel RingAnime hair highlight ring
CellularVoronoi-patterned specular
ParameterRangeDefaultDescription
Specular ColorColorWhiteHighlight color
Specular Threshold0-10.5Highlight cutoff point
Specular Smoothness0.001-10.05Edge sharpness

Fresnel-based edge lighting for silhouette emphasis.

ParameterRangeDefaultDescription
Use RimbooltrueEnable rim lighting
Rim ColorHDR ColorWhiteLit-side rim color
Rim Color ShadowHDR ColorWhiteShadow-side rim color
Rim Power0.1-103.0Rim falloff
Rim Threshold0-10.5Rim visibility cutoff
Rim Light Align0-10Align rim to light direction
Rim Shadow Mask0-10Mask rim in shadow areas

Material Capture textures for environment-independent reflections and stylized shading.

ParameterRangeDefaultDescription
Use MatCapboolfalseEnable matcap overlay
MatCap TextureTexture2DnoneMatcap sphere texture
MatCap Intensity0-21.0Overlay strength
MatCap Rotation-180 to 1800Rotate the matcap
MatCap BlendenumAddAdd or Multiply blend

Use the Matcap Generator (Menu: CelShaderFX > Matcap Generator) to create custom matcap textures.

Signed Distance Field-based face shadows for anime-style characters. Produces clean, artist-controllable shadow shapes on faces that respond to light direction.

ParameterRangeDefaultDescription
Use Face SDFboolfalseEnable SDF face shadows
Face SDFTexture2DnoneSDF texture (use SDF Generator)
Shadow Threshold-1 to 10Shadow boundary position
Shadow Softness0.001-10.05Shadow edge softness

Use the SDF Generator (Menu: CelShaderFX > SDF Generator) to create face SDF textures from alpha masks.

Built-in vertex animation for stylized vegetation.

ParameterDescription
Main BendingGlobal wind sway strength
Leaf BendingPer-leaf flutter amount
Flutter SpeedAnimation speed
Wind Strength/DirectionWind vector
Gust Strength/FrequencyWind gust variation
Interaction TargetTransform that pushes foliage
Interaction Radius/StrengthPush-away zone
ParameterDescription
Surface TypeOpaque or Cutout (alpha clip)
Alpha SourceBase texture alpha or separate mask
Alpha MaskSeparate alpha mask texture
Alpha CutoffClip threshold for cutout mode
  • Anime Characters: Enable Face SDF + Rim Lighting + Cel Bands for classic anime look
  • Sketchy Objects: Enable Hatching with wobble, use noise on outlines for boiling effect
  • Hair: Use Anisotropic specular + Angel Ring style with an aniso map
  • Stylized Props: MatCap + simple specular + thick outlines
  • Foliage: Enable foliage animation, use Cutout surface type with alpha mask

The CelModularController provides programmatic control over individual effect modules.

Setup

  1. Add CelModularController component to your camera
  2. Access modules via code:
using CelShaderFX.Advanced;
using CelShaderFX.Modules;
public class EffectManager : MonoBehaviour
{
   private CelModularController controller;
   void Start()
   {
       controller = GetComponent<CelModularController>();
       // Enable cel shading
       controller.CelShading.enabled = true;
       controller.CelShading.bands = 4;
       // Enable outlines
       controller.Outline.enabled = true;
       controller.Outline.thickness = 2f;
       // Apply changes
       controller.ApplyAllModules();
   }
}
Modular Controller
Modular Controller

Module Access

PropertyTypeDescription
controller.KuwaharaKuwaharaModuleKuwahara filter
controller.CelShadingCelShadingModuleCel shading
controller.OutlineOutlineModuleOutlines
controller.HatchingHatchingModuleHatching
controller.DitheringDitheringModuleDithering
controller.HalftoneHalftoneModuleHalftone
controller.WatercolorWatercolorModuleWatercolor
controller.PainterlyPainterlyModulePainterly

Quick Presets

// Apply built-in presets
controller.ApplyAnimePreset();
controller.ApplyMangaPreset();
controller.ApplyWatercolorPreset();
controller.ApplyOilPaintPreset();
// Toggle effects
controller.EnableEffect("outline");
controller.DisableEffect("hatching");
controller.ToggleEffect("kuwahara");

Exclude specific objects from receiving post-processing effects.

Method 1: Exclusion Layer

  1. Create a new Layer (e.g., “NoPostProcess”)
  2. Assign objects to this layer
  3. In CelShaderSettings, set Exclusion Layer to your layer

Method 2: Exclusion Component

  1. Add CelExcludeObject component to any GameObject
  2. The object (and optionally children) will be excluded
using CelShaderFX;
// Add at runtime
gameObject.AddComponent<CelExcludeObject>();
Step 1: Added Exclude component to object
Step 1: Added Exclude component to object

Step 1: Added Exclude component to object

Add the manager to the camera
Add the manager to the camera

Add the manager to the camera

Method 3: Exclusion Mask Texture

Use a render texture mask for complex exclusion patterns.


Save and share your effect configurations.

Creating a Preset

  1. Configure your effects as desired
  2. Right-click in Project window
  3. Create > CelShaderFX > Preset
  4. Name your preset
  5. Click Capture Current Settings in the Inspector
Create Preset
Create Preset

Applying a Preset

using CelShaderFX;
// Load and apply preset
var preset = Resources.Load<CelShaderPreset>("Presets/MyPreset");
preset.ApplyTo(settings);
// Or with interpolation
preset.ApplyTo(settings, 0.5f); // 50% blend

Preset Interpolation

Smoothly transition between presets:

IEnumerator TransitionPreset(CelShaderPreset target, float duration)
{
   float elapsed = 0;
   var startSettings = CaptureCurrentSettings();
   while (elapsed < duration)
   {
       elapsed += Time.deltaTime;
       float t = elapsed / duration;
       target.ApplyTo(settings, t);
       yield return null;
   }
}

Tools > CelShaderFX > Setup Wizard

Guides you through initial configuration for your render pipeline.

Setup Wizard
Setup Wizard

Tools > CelShaderFX > Preview Window

Real-time effect preview with comparison modes:

ModeDescription
FullComplete effect preview
Split HorizontalLeft original, right effect
Split VerticalTop original, bottom effect
Side by SideBoth views simultaneously
Preview Window
Preview Window

Tools > CelShaderFX > Preset Browser

Visual gallery of all available presets with instant preview.

Preset Browser
Preset Browser

Menu: CelShaderFX > Texture Generator

Generate procedural textures for use with CelShaderFX effects. You can also open this tool directly from the Generate button next to any texture slot in the inspector.

Texture TypeUsed ByDescription
Blue NoiseDitheringSpatially uniform noise for Blue Noise and STBN dithering modes
Hatch PatternHatchingTAM (Tonal Art Map) atlas with multiple tone levels in a horizontal strip
Cel RampCel ShadingCustom gradient lookup texture for band remapping with configurable bands and smoothness
Paper GrainWatercolorOrganic paper texture with configurable roughness and scale

Settings:

  • Texture Size: Resolution of the generated texture (64 to 512)
  • Save Path: Where to save the generated texture asset
  • Type-specific parameters: Each type has additional configuration options (e.g., hatch line width, ramp bands, paper roughness)
Texture Generator
Texture Generator

Menu: CelShaderFX > SDF Generator

Converts alpha masks and sprites into Signed Distance Field (SDF) textures using Jump Flooding. SDF textures are used for face shadow masks in Object Cel Shading.

Settings:

  • Source Texture: Input alpha mask or sprite
  • Alpha Threshold: Cutoff for inside/outside determination
  • Spread: Maximum distance field spread in pixels
  • Output Size: Match source or specify (64 to 512)
  • Live Preview: See the SDF result before saving
The SDF Generator window: source texture, alpha threshold, spread, output size and save path.
The SDF Generator window: source texture, alpha threshold, spread, output size and save path.

Menu: CelShaderFX > Generate Painterly Textures

Generates default brush stroke and canvas textures for the Painterly effect module. The Generate buttons next to the Brush Texture and Canvas Texture slots in the inspector will create these textures individually.

  • Brush Texture: Procedural bristle stroke pattern with natural variation
  • Canvas Texture: Woven canvas grain pattern for surface overlay

CelShaderFX includes quality presets for different hardware:

PresetTargetKey Settings
MobileMobile/Low-endKuwahara disabled, simplified outlines
LowIntegrated GPUKuwahara radius 2, basic effects
MediumMid-range GPUKuwahara radius 3, all effects
HighDedicated GPUKuwahara radius 4, full quality
UltraHigh-end GPUKuwahara radius 6+, maximum quality
  1. Kuwahara Radius: Each +1 radius roughly doubles cost
  2. Disable Unused Effects: Toggle off effects you don’t use
  3. Hatching Layers: Fewer layers = better performance
  4. Outline Method: Sobel is fastest, Canny is slowest
  5. Anisotropic Kuwahara: Most expensive variant

Use Unity’s Profiler to measure CelShaderFX impact:

  1. Open Window > Analysis > Profiler
  2. Look for “CelShaderFX” in the GPU section
  3. Individual effects are labeled for identification

Some effects work well together, others conflict:

CombinationResultRecommendation
Cel + OutlineClassic anime✅ Recommended
Kuwahara + PainterlyOil painting✅ Recommended
Hatching + DitheringMuddy result❌ Avoid
Halftone + DitheringConflicting patterns❌ Avoid
Watercolor + KuwaharaSoft painting✅ Recommended

Effects are applied in a specific order for best results:

  1. Kuwahara (smoothing)
  2. Cel Shading (color quantization)
  3. Hatching (pattern overlay)
  4. Dithering (color reduction)
  5. Halftone (pattern overlay)
  6. Watercolor (stylization)
  7. Painterly (stylization)
  8. Outline (drawn last, on top)
MistakeSolution
Effects look different in URP/HDRPEnsure Volume is set to Global mode
Hatching swims during movementIncrease world space weight
Outlines too thick on small objectsEnable distance fade
Performance issuesReduce Kuwahara radius first
Colors look wrongCheck color space (Linear vs Gamma)

CelShaderFX uses these shader keywords:

CEL_KUWAHARA_BASIC
CEL_KUWAHARA_GENERALIZED
CEL_KUWAHARA_ANISOTROPIC
CEL_OUTLINE_SOBEL
CEL_OUTLINE_ROBERTS
CEL_OUTLINE_CANNY
CEL_OUTLINE_DOG
CEL_HATCHING_SCREEN
CEL_HATCHING_WORLD
CEL_HATCHING_BLENDED
CEL_DITHERING_BAYER
CEL_DITHERING_BLUENOISE
CEL_HALFTONE_DOTS
CEL_HALFTONE_LINES
CEL_TEMPORAL_AA
File TypeLocation
ScriptsCelShaderFX/Runtime/Scripts/
ShadersCelShaderFX/Runtime/Shaders/
Editor ToolsCelShaderFX/Editor/
PresetsCelShaderFX/Resources/DefaultPresets/
TexturesCelShaderFX/Runtime/Textures/

For API documentation, see API Reference.For common issues, see Troubleshooting.

  • 8 Post-Process Modules: Cel Shading, Outlines (5 methods), Kuwahara, Hatching, Dithering, Halftone, Watercolor, Painterly
  • Object Cel Shading: Per-object shader with toon lighting, hatching, rim, matcap, specular, face SDF, and foliage animation
  • Cross-Pipeline: Works with Built-In, URP, and HDRP
  • 37 Artistic Presets: Anime, Manga, Comic, Painting, Drawing, Retro and Experimental looks, from Anime Classic to Sin City
  • Modular Design: Enable only what you need
  • Runtime Control: Full scripting API
  • Performance Options: Quality presets from Mobile to Ultra
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