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Publisher

Pignition Studio 小豬點火工作室

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This entry is from Friday August 14, 2026. The price of the asset may have changed since then.
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Overview

🌟 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

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