Cel-Shaded or Toon look

I have never messed with the lighting in Unity or Shaders before. I want to make a Toon or Cel-Shaded look but what i am finding online says one of two options: use the built in Toon Shader or Make my own and apply it to each model individually. The question is, how do i change over to the Toon Shader? And is there a way to apply a custom shader to everything at once?

You can play around with this shader I am working on. It might be working out for you:

Shader "Toon/Lithe"
{
    Properties
    {
        _Color ("Main Colour", Color) = (1,1,1,1)
        _RimColor ("Rimlight Colour", Color) = (0,0,0,0.0)
          _RimPower ("Rimlight Power", Range(0,10)) = 3.0
        _MainTex ("Main Texture (RGB)", 2D) = "gray" {}
        _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
        _MinDistance ("Minimum Distance", Float) = 0
        _MaxDistance ("Maximum Distance", Float) = 100   
        _Treshold ("Cel treshold", Range(1., 20.)) = 5.
        _Ambient ("Ambient intensity", Range(0., 0.5)) = 0.1   
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200
        Cull Back
       
        CGPROGRAM
        // custom lighting function that uses a texture ramp based
        // on angle between light direction and normal
        // THIS ONLY SEEMS TO WORK FOR SKINNED MESH RENDERERS IN FORWARD LIGHTING
        // DEFERRED LIGHTING DOES NOT WORK
        #pragma surface surf ToonRamp
        #pragma lighting ToonRamp exclude_path:prepass
        #pragma multi_compile_instancing

        sampler2D _Ramp;       
        sampler2D _MainTex;

        UNITY_INSTANCING_BUFFER_START(Props)
            UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
            UNITY_DEFINE_INSTANCED_PROP(fixed4, _RimColor)
            UNITY_DEFINE_INSTANCED_PROP(fixed, _RimPower)
            UNITY_DEFINE_INSTANCED_PROP(fixed, _MinDistance)
            UNITY_DEFINE_INSTANCED_PROP(fixed, _MaxDistance)
            UNITY_DEFINE_INSTANCED_PROP(fixed, _Treshold)
            UNITY_DEFINE_INSTANCED_PROP(fixed, _Ambient)
        UNITY_INSTANCING_BUFFER_END(Props)

        struct Input
        {
            fixed2 uv_MainTex : TEXCOORD0;
            float3 viewDir;
            float3 worldPos;
            UNITY_VERTEX_INPUT_INSTANCE_ID
        };
       
        inline fixed4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
        {           
            #ifndef USING_DIRECTIONAL_LIGHT
            lightDir = normalize(lightDir);
            #endif
           
            fixed d = (dot (s.Normal, lightDir) * 0.5 + 0.5) * atten;
            fixed3 ramp = lerp(tex2D (_Ramp, fixed2(d,d)).rgb, fixed3(1.0, 1.0, 1.0), 1.0 - s.Alpha);

            //ramp *= ramp;

            fixed4 c;
            // Use s.Alpha here to get some sort of night-torch effect:
            c.rgb = min(ramp, s.Albedo) * _LightColor0.rgb; // s.Albedo * (_LightColor0.rgb * _LightColor0.rgb) * ramp; // * s.Alpha; // * (atten * 2);
            c.a = _LightColor0.a;
            return c;
        }

        float LightToonShading(float3 normal, float3 lightDir)
        {
            fixed treshold = UNITY_ACCESS_INSTANCED_PROP(Props, _Treshold);

            fixed NdotL = max(0.0, dot(normalize(normal), normalize(lightDir)));
            return floor(NdotL * treshold) / (treshold - 0.5);
        }

        void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 colour = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
            fixed startFade = UNITY_ACCESS_INSTANCED_PROP(Props, _MinDistance);
            fixed endFade = UNITY_ACCESS_INSTANCED_PROP(Props, _MaxDistance);

            fixed dist = distance(_WorldSpaceCameraPos, IN.worldPos);
            fixed weight = saturate( (dist - startFade) / (endFade - startFade));

            fixed4 rimColour = UNITY_ACCESS_INSTANCED_PROP(Props, _RimColor);
            fixed rimPower = UNITY_ACCESS_INSTANCED_PROP(Props, _RimPower);
           
            fixed rim = 1.0 - saturate(dot (normalize(IN.viewDir), normalize(o.Normal)));

            fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * colour;
            //fixed4 c = tex2D(_MainTex, IN.uv_MainTex);

            //c.rgb *= saturate(LightToonShading(o.Normal, _WorldSpaceLightPos0.xyz) + UNITY_ACCESS_INSTANCED_PROP(Props, _Ambient)) * _LightColor0.rgb;

            o.Albedo = c.rgb + (rimColour.rgb * pow(rim, rimPower));
            o.Alpha = c.a * ((weight * weight));

            //o.Emission = o.Normal * c.rgb * IN.viewDir;
              //o.Emission = c.rgb * c.rgb; // * _LightColor0.rgb; // rimColour.rgb * pow(rim, rimPower) * c.rgb;
        }
        ENDCG
    }

    Fallback "Diffuse"
}

This is the effect it gets:

Um…once i applied this to a model to see how it looked it just turned them white.

Did you apply a texture and a toonramp? The toonramp is usually a horizontal gradient from left to right being dark to light. It is based on ToonLitOutline which has been a part of the Unity files you can add to a project.

Lol when i said i was new at this, i meant i knew nothing about shading. Thank you