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Toon shading in bands with a rim light

In your harnessGodot shaderMIT

Cel-shade a lit mesh in a chosen number of flat light bands with tinted shadows and add a view-dependent rim that is stronger on the lit side. Use for stylized characters, props and toy-like scenes.

Render of Toon shading in bands with a rim light
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
spatial
Parameters
base_color (vec4 = 0.32, 0.55, 0.85, 1), shadow_tint (vec4 = 0.18, 0.16, 0.36, 1), bands (int = 3), band_softness (float = 0.04), rim_color (vec4 = 1, 0.93, 0.78, 1), rim_width (float = 0.32), rim_strength (float = 1.4), rim_light_bias (float = 0.65)
Result
A mesh lit in flat colour bands with tinted shadows and a bright edge toward the light.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/toon_band_rim/

Limits. Stylized and not physically based. Each light adds its own bands, so several lights stack into extra steps. Ambient light from the environment is added unbanded. Band edges alias at grazing angles without multisample anti-aliasing.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 53.3 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Half-Lambert diffuse term, Quantized lighting with a smoothstep band edge, View-angle rim term (1 - N.V) masked by the light term
Tags
godot shader, spatial, toon, cel shading, rim light, stylized, custom light function
Identity
library.supply.creative_originals.633094c0d497056343c38df7.354f026932d89ba5
Version
354f026932d89ba55a18d2954504d48a7135ca31cb142991508c00401c40ba2f

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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