A sample shader for Amplify that replicates a basic version of how the lighting in my cel shader works. You can use this as a base for your own cel shaders or to get a better understanding of how it works. This supports Unity GI (realtime and indirect light) and you can specify a shading colour and shade shift.
For more idealness, try these additions!
- Make the indirect light use a different texture instead of tinting the albedo. Or make it an option.
- Instead of just a shade shift slider, why not have a shade shift texture?
- Try splitting the lighting calculation into two! If you do it twice, once for indirect, and once for direct, you can integrate shadows cleanly.
- This is obviously pretty basic. No normal maps, no emission, no specular, and no outlines. Try adding your own!