This was a very simple toon shader (a bit dirty i suppose), most of the properties are run in a Material Function called "MF_Toon". The main material "M_Korra" is a modified emulated "M_CH_ITM_id_RGBA" by sir UMIN. I gutted most of the functionalities of the material (removed OBD, color IDs, Pattern, Tekken Static Bool Switches, Subsurface, and Dirt functionality) and implemented the Toon shader Material Function. It displays 4 bands in the material each changeable and removable in the parameters. I included the material instances and mesh used by the commissioned mod "Korra" if anyone wanted to play with it. I also made a very simple material for the outline, in which you can modify the thickness.
File:
https://drive.google.com/file/d/1dttIhhO-NQJYf2VbKmTJ_9wuXyld3rUB/view?usp=sharing
Credits:
@runic lantern - for the emulated RGBA material
Pitchfork Academy - for the toon shader material tutorial (the tutorial I followed)
Note: UMIN's upcoming toon material may have more capabilities than mine (and possibly looks better). I just wanna share my assets in case anyone wanted to use the same art style.
In this Unreal Engine 5 Materials Tutorial, Vylocity will show you how to create an advanced and customizable material-based cel shader, as well as an awesome outline for your stylized character.
You can download Vylocity's project files from this tutorial and many others via his Patreon (50% off until November!)
https://patreon.com/Vylocity
S...
