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PBR global Cel Shading + Edge line

  • Writer: Haotian Zhang
    Haotian Zhang
  • Mar 16
  • 1 min read

After Sorelle, I continued making cel shadings for an "unbound" purpose. A video on YouTube inspired me greatly:


There, I made this cel shader for a consistent overall feeling of "comic". Heres the final result on test models:


Left: Full Texture; Middle: Red Rough; Right: Grey Metal
Left: Full Texture; Middle: Red Rough; Right: Grey Metal

As you can also notice, the effect has similarly impacted the background wall. Yes, this is a global shader!


Compared to regular cel-shadings, I paid close attention to the edge lines:

Result: Lineworks on visibile hard edge
Result: Lineworks on visibile hard edge

Scene Depth: Show the silhouette VS background
Scene Depth: Show the silhouette VS background
World normal: Adding detailed information for internal edges
World normal: Adding detailed information for internal edges

This shader will work greatly if you want to work out a comic-style game or a impactful visual.


It will work significantly great with stylized models and handpainted textures
It will work significantly great with stylized models and handpainted textures
Pre vs Post Shader
Pre vs Post Shader

Shader graph overview
Shader graph overview

Lots of thanks to Visual Tech Art for their wonderful advanced studies on cel-shading!!!

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