In this page, I will showcasing how to use the ASP/Character shader to render a cel-shaded character model.

Here's a quick render comparison between using the built-in unlit shader and ASP's shader.

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About the model used in this page’s demo

Disclaimer : I did not made the character model, I only use the model to demo functions of the shader. I also did some modification of the model’s uv/material in order to show casing some features in this page.

model source :

【オリジナル3Dモデル】早川葵

model creator :

WARPSTAR@3DCG (@WARPSTAR15) on X

0. Replace Shader


First, replace all materials’s target shader to ASP/Character (we will handle eyes on other page). After replaced, select CelShading mode under the Toon Shading Style at the top, and select Face mode for the face material.

<aside> 💡 If the material is metal or leather (such as metal zippers and accessories on the backpack), you can choose to use StylizePBR and apply the corresponding metallic map, and turn on Specular lighting.

For more information on PBR map channels, see Albedo/Normal/Emission/OSM Textures.

</aside>

1. Set up ASP Character Panel Component and configure Shadows


Follow the Setup ASP Character Panel (Important) and Character Shadow Setup Guide to set up the ASP Character Panel and turn off shadow casting of the current character model to the built-in shadow map. Avoid unnecessary self-shadowing during the process.

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2. Default value of Ramp Map