Cel-Shaded Character
This recipe takes a character mesh from default to anime-ready toon. The result is the classic three-band cel look with a colored shadow tint, a fresnel rim, and an inverted-hull outline. It is also the single most-used material profile in the Preset Gallery.
What you’ll build
An anime-style character with a warm-to-cool diffuse ramp, a rim glow from the key light, a single stylized specular highlight, and a clean 1.5-pixel black outline.
The finished anime-style character this recipe builds.
Requirements
- A skinned mesh character (the Genesis Samples ship one).
- An albedo and normal map.
- A 256x4 ramp texture (or the Ramp Creator).
- Genesis in Toon rendering mode.
Steps
1. Set up the base material
Create a Genesis material, drop it on the character, set Rendering Mode → Toon. Assign albedo and normal in the Maps foldout.
2. Author the ramp
Open Tools > Genesis > Ramp Creator. Drop two color stops: a warm peach for the lit band, a cool muted purple for the shadow. Save as RAMP_Skin.png.
3. Enable cel shading (Ramp mode)
In Lighting → Cel Shading, switch to Ramp. Assign RAMP_Skin. Lower Smoothness to 0.01 for a hard ink edge.
4. Add rim lighting
Lighting → Rim. Set Color to a warm white, Power to 4, Intensity to 1.2. The rim defines the silhouette against dark backgrounds.
5. Specular highlight
Lighting → Specular. Choose Stepped(1) for a single anime-style highlight blob. Set size and intensity to taste.
6. Outline
Effects → Outline. Enable. Width 1.5, Color near-black, Cull Front. The inverted-hull stroke now wraps the silhouette.
If the outline looks chunky on tight features (fingers, eyelashes), drop Width to 0.8 and bake outline thickness into a vertex color channel.
7. Adjust shadow color
Open _CelShadowColor in the Lighting foldout. Push toward cool purple for skin; toward green for foliage; toward red for cloth. This is the signature toon move.
material.SetColor("_CelShadowColor", new Color(0.50f, 0.42f, 0.58f));
material.SetFloat("_CelShadowIntensity", 0.85f);Verifying
The default Toon material versus the finished recipe. Drag to compare.
Variations
- Soft toon: switch to Stepped(5) with Smoothness 0.05. Reads more painterly.
- Hard ink: Single mode + Smoothness 0. Manga look.
- Hybrid PBR: keep Lit mode and only enable Cel → Stepped. Specular and reflections stay physical.