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DocumentationGetting StartedQuick Start Guide

Quick Start Guide

The fastest path from a blank URP project to a working toon material. This is a condensed recipe — for the full tour see Your First Material, and for the detail on each feature, browse the Feature Overview.

Video

A 60-second end-to-end walkthrough: importing the Genesis package, creating a material, switching to Toon mode, and enabling cel shading plus an outline to reach a finished cel-shaded sphere.

getting-started/quick-start/end-to-end.mp4

Install to first cel-shaded material in about a minute.

Requirements

  • Unity 2021.3 LTS or newer.
  • URP 12.0+ installed and active.
  • Color Space set to Linear.
  • The Genesis .unitypackage ready to import.

Steps

1. Import Genesis

Double-click the .unitypackage. Accept all assets. Wait for shader compilation to finish (watch the bottom-right progress bar).

2. Create a Genesis material

Assets > Create > Genesis > Material. Drop it on any test mesh.

3. Switch to Toon

Set Rendering Mode to Toon in the Surface foldout. The preview flattens to a cel-shaded read immediately.

4. Enable cel + outline

  • Lighting → Cel Shading → Stepped(3).
  • Effects → Outline → Width 1.5, Color black.

These two toggles cover most of the stylized-character look. Iterate from here with rim lighting and a ramp texture.

5. Save as a preset

Right-click the material → Save Preset. Reuse the preset on every future material.

Verifying

Rotate the directional light in the scene. Cel bands should sweep across the mesh; the outline should stay readable at gameplay distance.

If the outline disappears in Play mode, check that your camera has HDR enabled and the renderer is using Forward. Deferred does not currently support inverted-hull outlines.

// Tweak at runtime from script material.SetFloat("_CelMode", 1); // Stepped material.SetInt("_CelSteps", 3); material.SetFloat("_OutlineWidth", 1.5f);

Next steps

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