Morioh's Toon Shader

Morioh’s Toon Shader is developed for Unity with a wide Range of Features. It also has full support for the Amplify Shader Editor !

Available here:
Booth: Morioh's Toon Shader - morioh - BOOTH
Gitlab: Morioh / Moriohs Toon Shader · GitLab

You dont know how to use the Shader ? Here is a manual you can read:

Features included:

  • Texture Saturation

  • Pixel and Indirect Light Shadow Ramp Offset and Color option

  • Dithering with custom Texture support

  • Step Based Cel Shading

  • Occlusion Map support

  • View based Shadow and Emissive Rim

  • Normal and detailed Normal Map support with a masking Function

  • Basic Emission

  • PBR, Toon and Anisotropic Specular Highlights

  • Four Layer Matcap

  • Rim Light

  • Subsurface Scattering

  • PBR Reflections with Fallback to a selectable Baked Cubemap

  • Two Emission Scroll systems

  • Clamped Flipbook

  • Main Texture HUE Shift Function

  • Dissolve and Materialize Function

  • A whole Set of Render options for Blend, Stencil and Depth options that are available in Unity


  • Basic = A bare bone default version which is trimmed to only include necessary settings and Functions for Lightweight rendering, easy setup and best Performance.

  • Advanced = This Version includes all Functions and Features listed in [Features included] for the best possible looking Toon or PBR outcome that you want to achieve.

  • You can switch between the two versions via Shader Feature Toggle


  • Opaque
  • Cutout
  • Outlined
  • Transparent

This Shader is entirely made with the Amplify Shader Editor Asset.
This Shader does not support Deffered Rendering nor Lightmap Baking and should not be used for Worlds but rather for Avatars specifically.

Tested with Unity 2018.4.20f1 LTS, 2019.4.20f1, 2020.3.11f1, 2021.1.10f1

Last Words:

I want to thank Xiexe#0001 heavily for inspiring me to create my own Toon Shader ! You should definitely check his Stuff out.

And a special thanks to Quinix#0001 to help me out with some lighting trouble i’ve had in the beginning of this Project since i’d probably have dropped it at some point because of it!

Also i want to thank ACIIL#4694 for providing me with his approach for a really good Cubemap Fallback and general Light limiter.

The same goes for Lyuma#0781 for helping me out with some Surface Shader workarounds for specific things.

And for Kaj#6559 for providing me with his Optimizer !

For support or questions, contact me on Discord. Morioh#0041

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