Stylized GGX shading — toon specular highlights To achieve a toon look in 3D rendering, the most common way is to threshold the lighting. It transforms the soft color gradients into flat colors. // The rendering equation becomes: float Threshold = 0.0; // any value between 0 and 1 vec3 Radiance = BRDF * LightIntensity * step(Threshold, dot(Normal, LightDirection)); However, one might want to mix the 2D and 3D looks: big sharp highlights at low roughness and soft gradients at high roughness. ...

Stylized GGX Shading
Alexandre Lamure

