ccontinisio GitHub - Toon Shader for Unity
Library / Codebase Intermediate
ccontinisio
Visit resource ↗Description
Ciro Continisio's GitHub project from the Cyanilux gist is community fan art, not official Nintendo content. It is a Unity toon shader evoking Breath of the Wild cel shading.
Built with Shader Graph on URP plus small custom HLSL lighting nodes (Cyanilux-style patterns): hard shadow bands, stylized specular, rim and lateral shine, normals, alpha clip, emission, and fog.
For intermediate URP Shader Graph users on Unity 2021.2+ with URP 12+. Supports Forward, Deferred, and Forward+; not HDRP. Dynamic meshes only; baking may need custom work.
Import the Shaders folder and tune cutoff, shadow floor, and rim. Unite Copenhagen 2019 Shader Graph talks and the author's site and Asset Store package show the same look in motion.
The listed GitHub URL returns 404 today; related public READMEs still document the shader. Often cited as a practical Zelda-like cel reference in Unity.
Related resources
- 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match · <shaders><intermediate><blog><catalog><cyanilux><developers><examples><free> - Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match · <shaders><intermediate><blog><catalog><cyanilux><developers><examples><free> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
100% match · <shaders><intermediate><blog><catalog><cyanilux><developers><examples><free> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
100% match · <shaders><intermediate><blog><catalog><cyanilux><developers><examples><free> - Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
100% match · <shaders><blog><catalog><cyanilux><examples><free><graph><link> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match · <shaders><blog><catalog><cyanilux><examples><free><graph><link> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
100% match · <shaders><intermediate><blog><catalog><cyanilux><developers><examples><free> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
100% match · <shaders><intermediate><blog><catalog><cyanilux><developers><examples><free> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik. AMD GPUOpen…
100% match · <shaders><intermediate><blog><developers><free><page><shader><source> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel. DirectX Developer Blog announcing Agility SDK…
100% match · <shaders><intermediate><blog><developers><free><page><shader><source> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf. DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
100% match · <shaders><blog><developers><free><link><page><sample><shader> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
100% match · <access><before><link><linked><page><source><useful><without> - On Rendering the Sky, Sunsets, and Planets
On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel. Maxime Heckel write-up on implementing atmospheric scattering in the browser for…
100% match · <shaders><intermediate><blog><browser><developers><examples><free><page> - The cuda-oxide Book
The cuda-oxide Book is the online documentation for cuda-oxide, an NVIDIA Labs open-source Rust-to-CUDA compiler project. Online book for cuda-oxide, a Rust-to-CUDA compiler…
100% match · <intermediate><browser><developers><free><online><open><source><useful> - Making cross-platform SIMD code pleasant
Making cross-platform SIMD code pleasant is a technical blog article by Branimir Karadžić. Blog post by Branimir Karadžić on the typeless SIMD design in the bx library.
100% match · <intermediate><before><blog><developers><free><page><source><useful> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman. DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
100% match · <shaders><blog><developers><examples><free><page><shader><source> - Vulkan Ecosystem and SDK Survey - February 2026
Vulkan Ecosystem and SDK Survey - February 2026 is a SurveyMonkey collector link whose listing title identifies it as a February 2026 Vulkan ecosystem and SDK survey. The page…
100% match · <access><developers><free><link><open><page><source><useful> - Introducing Eyot - A programming language where the GPU is just another thread
Introducing Eyot - A programming language where the GPU is just another thread is a March 2026 announcement by Duncan Steele of Cowley Fornia Studios for Eyot, an early-stage…
100% match · <intermediate><access><developers><free><online><page><source><useful> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
100% match · <shaders><intermediate><free><graph><link><path><shader><useful> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
100% match · <access><free><link><page><path><sample><time><useful>