Cel Shader

Single-scene cel shader showcase with clean outlines and real-time material controls.

What it demonstrates

  • Hard-threshold cel shading with crisp lighting bands
  • Per-light gating using distance + shadow attenuation
  • Tunable diffuse threshold (Lambert term) and specular “spark” threshold
  • Material-driven art direction: diffuse tinted by base color, highlights by specular color

Tech

Hard-threshold quantized lighting, per-light contribution gating, Lambert thresholding, sharp specular trigger, outline pass.

Performance notes

Cost mainly scales with number of lights and per-pixel evaluation. First optimization step is reducing active lights and simplifying per-light gating where possible.

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