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Publisher

EQLabs

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Overview

CelShaderFX Documentation

CelShaderFX Trailer

CelShaderFX Tutorial


v2.1 update notes:

  • Runtime API section rewritten for the new CelShaderAPI facade (the old CelModularController examples are superseded; the class still ships for backward compatibility but CelShaderAPI is the recommended surface).
  • Added the code-free preset-crossfade components (CelShaderPresetTriggerVolume, CelShaderPresetDistanceBlender) and the two new sample scenes.
  • Preset count corrected 10 → 37; module count 8 → 12.
  • Added Unity 6.4 + native URP 17 RenderGraph.

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?

  • Complete package — post-processing, per-object shading, and a runtime scripting API. Nothing held back.
  • CelShaderAPI runtime facade — one-call control over every module, intensity, and preset. Build dynamic style transitions, adaptive visuals, and procedural art direction.
  • Code-free preset crossfades — drop-in trigger-volume and distance-based components blend art styles with no scripting at all.
  • All 3 pipelines, one codebase — Built-In, URP, and HDRP, including native URP 17 RenderGraph. Unity 2021.3 → 6.4.
  • GPU-instanced per-object shading — ObjectCelShading with MaterialPropertyBlock across hundreds of characters.
  • Full source code — every C# script and HLSL shader included (~100 files), with a complete API reference and code examples.

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:

  • CelShaderPresetTriggerVolume — put it on a collider; it crossfades to a target preset on enter and back on exit. Tag/Layer filtering, per-direction durations, re-trigger control.
  • CelShaderPresetDistanceBlender — continuously blends between two presets by distance from a reference point. "The world gets more stylised as you approach."

Two sample scenes included:

  • Runtime Preset Blending — PresetCycler, MoodChangeOnDamage, WeatherZone.
  • Scripting API — EffectKeyboardDriver, IntensityPulse, and a UI-button-friendly RuntimeStyleManager.

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

  • 12 Post-Process Effect Modules ............................................ [ E ] | [ P ] | [ U ]
  • 5 Outline Methods (incl. JFA) ................................................. [ E ] | [ P ] | [ U ]
  • Kuwahara Filter (4 variants) ................................................... [ E ] | [ P ] | [ U ]
  • XDoG Ink Stylization ................................................................ [ E ] | [ P ] | [ U ]
  • Hatching, Halftone, Dithering ................................................. [ E ] | [ P ] | [ U ]
  • Watercolor & Painterly ............................................................. [ E ] | [ P ] | [ U ]
  • Built-In / URP / HDRP(+ URP 17 RenderGraph)...................... [ E ] | [ P ] | [ U ]
  • 37 Built-In Presets ................................................................... [ E ] | [ P ] | [ U ]
  • Editor Tools & Setup Wizard ................................................... [ E ] | [ P ] | [ U ]
  • Object Exclusion (Layer/Stencil) ........................................... [ E ] | [ P ] | [ U ]
  • Full Source Code ...................................................................... [ E ] | [ P ] | [ U ]
  • Sample Scenes & Docs ........................................................... [ E ] | [ P ] | [ U ]
  • ObjectCelShading Component (per-object) ........................ [ - ] | [ P ] | [ U ]
  • Per-Object Rim, MatCap, PBR ,Face SDF, Hair .................... [ - ] | [ P ] | [ U ]
  • GPU Instancing(MaterialPropertyBlock)................................ [ - ] | [ P ] | [ U ]
  • CelShaderAPI Runtime Scripting .......................................... [ - ] | [ - ] | [ U ]
  • Runtime Preset Crossfade (trigger / distance) .................. [ - ] | [ - ] | [ U ]
  • Code Examples & API Reference .......................................... [ - ] | [ - ] | [ U ]
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