# The most basic NPR shaders

### Basic toon shader (Eevee)

![](https://2178109540-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MLUy2H1mYN4QeaSWpm7%2F-MSeK9pMtabesmW12moB%2F-MSeKYRaHKmQ-BFwx1_k%2Fimage.png?alt=media\&token=0fe8ae5e-3c6b-4c5e-9ae0-0b76554e04a1)

**How this works:**

1. It takes the grey values from the `diffuse BSDF`,
2. `Shader to RGB` Turns the data (*casting* in programming speak) into RGB colors. \
   Without this we cannot change the colors using a color ramp,
3. The `Color Ramp node` remaps the grey values to the color you want,
4. Finally outputs it.

### Basic shadeless shader (Eevee)

**Method 1:**

![Just color](https://2178109540-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MLUy2H1mYN4QeaSWpm7%2F-MSeMRGE7FfmTpEiD19x%2F-MSeMeRmmbHk4amzy6D4%2Fimage.png?alt=media\&token=ea0b5985-4bc9-4eb1-a301-c7fc347a45b5)

{% hint style="info" %}
**Note:** Your color node may look different. \
You can change the color picker type in the **Preference > Interface > Editors > Color Picker Type**
{% endhint %}

**Method 2:**

![solid emission color](https://2178109540-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MLUy2H1mYN4QeaSWpm7%2F-MSeMRGE7FfmTpEiD19x%2F-MSeMro4y6NodOYEsbY5%2Fimage.png?alt=media\&token=ba80e6d8-80fd-46fb-ade7-f3750e375273)

**Method 3:**

![Shadeless texture](https://2178109540-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MLUy2H1mYN4QeaSWpm7%2F-MSf5shD3_hRoQLwEsrM%2F-MSf6TeDXUMhs7ns7peA%2Fimage.png?alt=media\&token=c6003315-e225-421f-b412-fb07cf96d5ed)

### Basic toon shader with texture and alpha (Eevee)

![](https://2178109540-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MLUy2H1mYN4QeaSWpm7%2F-MSeQK8MISW0ni7yatQh%2F-MSeab_osA6HRri0WejX%2Fimage.png?alt=media\&token=b4185a93-dbf9-4edd-82f3-0e3323165eac)

**How it works:**

1. This is essentially a masking material.
2. The texture going into the **factor** of the `Mix shader` node is a grey value. It determines the mixing factor of shader 1 and shader 2. White color shows `Shader 2`, black color shows `Shader 1`
3. The `difference node` (a mix node) compares the original texture to `color 2` (the color we want to remove when texture do not have alpha channel, *black* if it has alpha).
4. The `less than node` (a math node) refines the edges of the mask using the threshold value.
5. The `diffuse BSDF node` can be exchanged to `Emission shader` for shadeless texture or a more elaborate setup.
6. Remember to change Blend Mode to either `Alpha Clip, Alpha Blend or Alpha Hatch`. Which of these Blend mode you choose will depend on your use case.
