v2.1 update notes:
Every NPR tool, one package, full runtime control — across all three pipelines.
CelShaderFX Ultimate is the complete non-photorealistic rendering toolkit for Unity. It includes everything in Pro — 12 stackable post-process modules, 5 outline methods, 37 presets, and the ObjectCelShading per-object system — plus the CelShaderAPI runtime facade and code-free preset-crossfade components for dynamic, gameplay-driven art direction.
Enable and disable modules on the fly, fade the whole look in and out, and crossfade between presets in real time — from a single line of C# or from a collider you drop in the scene.
One codebase. Three pipelines. Unlimited creative control. Verified from Unity 2021.3 LTS through Unity 6.4, including the native URP 17 RenderGraph path.
One system. Three pipelines. Unlimited creative control.
Why CelShaderFX Ultimate?
12 Stackable Post-Process Effect Modules
Cel Shading · Outlines (Sobel, Roberts, Canny, DoG, JFA cinematic up to 64 px) · Kuwahara (4 variants) · XDoG Ink (Tangent-Flow / Edge-Tangent-Flow) · Hatching (procedural, TAM, triplanar pattern) · Halftone (dots, lines, CMYK) · Dithering (Bayer, blue noise, STBN) · Watercolor · Painterly · ASCII Art · Pixelate · Color Correction (11 art-style grades + LUT).
Plus motion-vector temporal stabilization for steady dithering and hatching in motion.
See the Essentials listing for the full per-module breakdown, and the Pro listing for the ObjectCelShading per-object system — Ultimate includes all of it.
CelShaderAPI — Runtime Scripting (Ultimate Exclusive)
The CelShaderAPI static facade is the runtime backbone of Ultimate. One call hides the Settings / Preset / Volume / Pipeline plumbing, so gameplay code can drive the look directly.
Toggle any module at runtime
using CelShaderFX;
// React to gameplay — outlines on in combat, watercolor in a dream sequence
CelShaderAPI.SetEffect(Effect.Outline, true);
CelShaderAPI.SetEffect(Effect.Watercolor, false);
Fade the whole stack in or out
// Smoothly bring the stylization up over 2 seconds
CelShaderAPI.FadeIntensity(1f, duration: 2f);
Crossfade to a preset in real time
// Transition to a watercolor look over 1.5 seconds — for cutscenes,
// time-of-day, or area-based style changes
CelShaderAPI.FadeToPreset(watercolorPreset, duration: 1.5f);
Power users can still read and write the raw module surface directly (settings.kuwahara.radius, settings.outline.thickness, …) — the facade is for the 80% case.
Code-Free Preset Crossfades (Ultimate)
Two drop-in components change art style with no scripting:
Two sample scenes included:
What's Included
Post-Processing Suite — 12 effect modules, 5 outline methods, 37 presets with thumbnails, visual inspector, setup wizard, Preview window, GPU Cost Meter, texture generators, object exclusion.
Per-Object System — ObjectCelShading with normal mapping, rim, matcap, PBR specular, face SDF, hair, multi-light, SSS, GI, per-object hatching / pixelation / stencil outlines, GPU instancing.
Runtime API (Ultimate) — CelShaderAPI facade, module enable/disable, intensity fades, preset apply / capture / crossfade, trigger-volume & distance blending components, two API sample scenes, full API reference.
Documentation & Samples — sample scenes for post-process, per-object, and API workflows; Quick Start, User Manual, Troubleshooting, Preset catalog, Animation guide, Face SDF guide, full API reference; full C# and HLSL source (~100 files).
Feature Comparison
[ E ] = Essentials | [ P ] = Pro | [ U ] = Ultimate