toon shading ios and android

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.