🌟 Why Toon Filter?
Achieving a consistent toon look across an entire scene usually means replacing every material shader and maintaining a parallel set of toon shaders for every asset.
Pignition Toon Filter takes a different approach — a single post-process pass applied after rendering, so your existing materials stay untouched and the effect is always globally consistent.
Toon Filter
A complete toon post-processing solution for Unity 6 URP.
Add the Renderer Feature, drop a Global Volume into your scene, pick a Preset, and your scene is cel-shaded. From there, every parameter is exposed and tweakable — from shading step count to halftone dot size to outline thickness.
Whether you're prototyping a comic-style indie game or adding a stylized filter to an existing project, Toon Filter gets you there without touching a single material.
🚀 Key Features
✔ Cel-shading with configurable step count and smooth band blending
✔ Sobel depth + normal edge detection with adjustable thickness and bias
✔ Highlight / shadow region tinting (Screen blend for highlights, multiply for shadows)
✔ Halftone patterns — Ben-Day Dots, Diagonal Lines, and Crosshatch
✔ Emissive protection — self-luminous surfaces bypass cel-shading automatically
✔ Edge dilation for thick, uniform silhouette lines
✔ 7 built-in style presets — Bold Cartoon, American Comic, Anime, Comic Sketch, Flat / Vector, Black & White, Retro Comic
✔ No per-material changes — works with any existing URP material
✔ Unity 6 Render Graph API — forward and deferred rendering paths supported
Ideal for indie developers, technical artists, educators, and anyone who wants a stylized toon look without rebuilding their material pipeline.
📘 Documentation