Tinkering with Toon Shading

Hello,

I am trying to use the toon ramp result as a mask to go between 3 different textures, one for shadows, one for mid-range, one for highlight.
(Or, is there a more efficient way to do this?)

Maya does this perfectly with their 3 tone brightness shaders, but I’ve noticed accomplishing this in Unity isn’t apparent.

Generally the toon ramp just gets multiplied by the diffuse texture like a regular lighting function would.

Do I need to find a script to do this? I’m confused as to how to get this effect.

So you’ll probably want to lerp between the three textures based on the ramp texture. I had the red channel be the blend between highlight and mid-tone. Then the green channel is the blend between that and shadow.

Changing where the red stood and the green stops, you can change where the shading falloff is. You could probably feed in a gradient and then give it some step values so you can control it by some numbers in the shader properties.