does toon shading work on android and ios caue i have seen things on the web saying it doesn’t
You can fake it pretty good with an environment map shader and by creating a classic flipped normal outline (Create a copy of your object, “grow” each vertices out along its normal, flip all normals, and then texture it black)
This would work as an environment map shader:
Shader "iPhone/Env_Diffuse_NoLight" {
Properties {
_Color (“Main Color”, Color) = (1,1,1,1)
_Emission (“Emmisive Color”, Color) = (0,0,0,0)
_Blend (“Blend”, Range (0, 1)) = 0.5
_MainTex (“Base (RGB)”, 2D) = “white”
_EnvMap (“EnvMap”, 2D) = “white” { TexGen SphereMap }
}
SubShader {
Material {
//Diffuse [_MainTex]
Emission [_Emission]
Ambient [_MainTex]
}
Pass {
Lighting On
SetTexture [_EnvMap] {
constantColor (0.5, 0.5, 0.5, [_Blend])
combine texture lerp (constant) constant
}
SetTexture [_MainTex] {
combine texture * previous DOUBLE
}
SetTexture [_MainTex] {
constantColor[_Color]
combine previous * constant
}
}
}
SubShader {
Pass {
SetTexture [_MainTex] {
combine texture
}
SetTexture [_MainTex] {
constantColor[_Color]
combine previous * constant
}
}
}
Fallback “Mobile/Unlit (Supports Lightmap)”
}
For the environment map texture you will have to experiment a bit. But I usually create a few rings in different shades of grey in the center of the map.