MK Nodes: Toon & Cel Shading for Shader Graph OFFICIAL SALE

🎨 Create toon and cel shading materials directly inside Shader Graph. 🎨


MK Nodes adds a custom lit material type to Shader Graph, allowing you to build stylized toon & cel shaded shaders without leaving the familiar node workflow.


It includes reusable nodes, ready-to-use lighting models, custom templates, and artist-friendly controls built on top of familiar lighting workflows.


✨ How it works ✨

MK Nodes injects a Custom Lit Material Type directly into Shader Graph.

Choose a lighting model, connect your graph to the custom lit output blocks, adjust the controls — that’s it. 🚀🚀🚀


No fragile hacks.

No awkward workarounds.

No fighting against Shader Graph.

It also supports correct DepthNormals and indirect rendering, making it suitable for real projects where depth, normals and indirect lighting matter.


📦 What’s included 📦

🖥 3 Stylized Lighting Models 🖥

  • Cel Shading
  • Multi-Band Toon
  • Ramp Toon
  • Stylized Shadows, Lighting, Occlusion (including SSAO)

🧩 3 Artist-Friendly Workflows 🧩

  • Simple Lit
  • PBR Metallic
  • PBR Specular

🛠 Additional Content 🛠

  • Reusable nodes for stylized shading effects
  • 9 minimal shader templates to start from
  • 1 documented tutorial graph to help you get started quickly

🚀 Built for Shader Graph users 🚀

MK Nodes is not a one-click preset pack.


It is a practical Shader Graph toolkit for artists and technical artists who want to create their own toon and cel shaded materials while keeping a clean, familiar, and flexible URP workflow inside shader graph.


💬 Feedback & Feature Requests 💬

Missing an option, template, lighting model, or useful node?

Let me know. I’m always happy to improve MK Nodes and add features that help real Shader Graph workflows.


As always, I care about the quality of my products. If you experience any issues, have questions, or need support, feel free to reach out anytime.