Throughout my time at the University of Applied Sciences Salzburg I played around quite a bit with shaders and especially stylized shaders.
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Blender: My first try at making a stylized Shader was done in Blender, at the beginning i just made a simple toon Shader that just uses colour ramps with constant interpolation to create the individual colour bands and for the outline either the solidify modifier with a black emission material to get a clean outline or fresnel for a more uneven look on the outline. Later I improved the Shader by using curves adjustments on the lighting information to make the shader react more naturally to lighting changes.
I also did some experiments (mostly with fresnel) to create different styles/looks through shaders.
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Unreal Engine & Nuke - Post Process Shader and Compositing: My first time making a stylized (Post Process) Shader in Unreal was mostly me following the video "Physically Based Cel Shading" by Visual Tech Art, it was an interesting learning experience. For this I didn't focus too much on doing anything new but just understanding what he had done. I then applied the principles from his video in Nuke to create a stylized look from a realistic image (as well as doing some relighting) and test my understanding. Check out Visual Tech Art's video if you'd like to know more about this, his explanation really is excellent.
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Unreal Engine Outline Shader and Base Material:
Most recently I've been making materials for a short animation called "Mara" in Unreal Engine I'm working on with Katharina Bauer and Selina Türk. Since our Textures are already hand painted, we decided on keeping the lighting realistic so I made a simple Base Material that's designed primarily to be easily adjustable depending on the needs of the material. For our two characters though I made an Outline Shader that can switch between just a hard outline or a more uneven outline that can, if wanted also be animated.
Cel-Shader with Outline in Blender - comparison between a regular principled bsdf (left), a simple Toon Shader with just a color ramp for output (middle) and a more sophisticated Shader using curve adjustment of the lighting to create color bands (right)
Post Process Cel-Shader with Outlines in Unreal Engine based on work by Visual Tech Art
Adjustable Outline Shader in Unreal Engine
Demo Base Material