Stylized BSDF

Pojo in Miscellaneous


Stylized BSDF for Blender 5.1.0

Requirements: Blender 5.1 or later


Installation

  1. Download the Stylized_BSDF.blend file

  2. In your project, go to File > Append or File > Link

  3. Navigate to the downloaded .blend file > NodeTree

  4. Select Stylized_BSDF

  5. In Shader Editor, press Shift + A > Group > Stylized_BSDF


Inputs

Base Color

Connect your main color/albedo texture here.

Shadow Levels

Sets the number of shadow bands.

Alpha

Transparency control.

Normal

Connect a normal map here to add simulated detail.


Controls Reference

SHADING

Shadow Lift

Brighten shadows for softer toon shading

0.0 to 1.0

Shadow Saturation

Saturate shadows to account for the brightning

0.0 to 100.0


SPECULAR

Highlight Threshold

Controls where the highlight (brightest area) begins. 

0.0 to 1.0

Roughness

Controls the sharpness or spread of the specular highlights only. Lower values = tighter, sharper highlights. Higher values = broader, softer highlights. Does not affect diffuse shading.

0.0 to 1.0

Metallic

A stylized metallic control that enables a stylized reflective surface with fake, artist-controlled reflections. At 0.0, the surface behaves as a non-metal with standard toon shading. At 1.0, the surface becomes metallic with stylized, non-realistic reflections.

0.0 to 1.0

Reflection Smoothness

Controls the shape of the stylized reflections. Does not blur or soften the reflections. Instead, higher values make the reflections appear rounder and more compact.

0.0 to 1.0

Reflection Detail

Determines the scale of the stylized fake reflections. Lower values = larger, broader reflection patterns. Higher values = smaller, tighter reflection patterns.

0.0 to 1000.0


PATTERNS (Diffuse Pattern)

Pattern Type (Dropdown)

Selects the stylized texture applied to the diffuse shading. Options: Clean (no pattern), Crosshatch, Halftone, Dash, Paint

N/A

Aspect Ratio (Menu)

Corrects the scale of the pattern to match your render's screen space resolution. Prevents patterns from appearing stretched or squashed. Options: 16:9 (widescreen/landscape), 9:16 (portrait), 1:1 (square), 4:3 (standard), Custom (use custom dimensions).

N/A

Pattern Scale

Controls the size of the selected pattern. Higher values = smaller, more repeated pattern elements. Lower values = larger, more spread out pattern elements.

0.0 to 1000.0

Pattern Intensity

Controls how strongly the pattern affects the underlying diffuse shading. Higher values = more visible pattern.

0.0 to 1.0


HIGHLIGHT PATTERN

Pattern Type (Dropdown)

Selects the stylized texture applied specifically to the highlight areas. Options: Clean (no pattern), Crosshatch, Halftone, Dash, Paint

N/A

Pattern Scale

Controls the size of the selected pattern. Higher values = smaller, more repeated pattern elements. Lower values = larger, more spread out pattern elements.

0.0 to 1000.0+

Pattern Intensity

Controls how strongly the pattern affects the highlights. Higher values = more visible pattern in bright areas.

0.0 to 1.0


CUSTOM LIGHT COLOR

Highlight Color

Tints the brightest areas of the material independently from the scene lighting.

RGB Color Picker

Shadow Color

Tints the shadow bands independently from scene lighting. 

RGB Color Picker

Tint Color

A global color wash applied over the entire material. Works like a color overlay.

RGB Color Picker

Tint Intensity

Controls the strength of the global Tint Color overlay.

0.0 to 1.0


LINEART

Thickness

Controls the width of the lineart strokes. Larger values = thicker, more prominent lines.

0.0 to 1.0

Threshold

Determines which edges receive lineart based on normals. Lower values = more lines. Higher values = fewer lines.

0.0 to 1.0

Opacity

Controls the transparency of the lineart. At 1.0, lines are fully opaque. At 0.0, lines are invisible.

0.0 to 1.0

Color

The color of the lineart strokes. Common choices include black, dark brown, or colored lines for stylized looks.

RGB Color Picker

Multiply Self

When enabled, the lineart no longer uses a solid Color. Instead, it samples the base shading of the material and multiplies it over itself. This creates lineart that dynamically adapts to the underlying brightness and color of the surface.

N/A


SUBSURFACE

Distance

Controls how far light scatters beneath the surface. Higher values = light penetrates deeper, creating a softer, more translucent effect. Essential for skin, wax, or leaf materials.

0.0 to 50.0

Weight

Controls the intensity of the subsurface scattering effect. Higher values = more pronounced SSS.

0.0 to 10.0

Tint

The color of the scattered light beneath the surface. For skin, this is often reddish/orange. For leaves, green.

RGB Color Picker

Tint Factor

Controls how strongly the Tint color influences the SSS effect. Higher values = more tinted scattering.

0.0 to 1.0


AMBIENT OCCLUSION

AO Opacity

Controls the darkness strength of the ambient occlusion in crevices and contact areas. Higher values = darker, more pronounced AO.

0.0 to 1.0

AO Threshold

Controls how close surfaces must be for AO to appear. Lower values = AO affects wider, more subtle areas. Higher values = AO only appears in the tightest crevices.

0.0 to 1.0


EMISSION

Color

The color of the emitted light.

RGB Color Picker

Strength

The brightness of the emission. 

0.0 to 100.0+

IOR (Index of Refraction)

Uses Fresnel to create the effect that emission is brighter at the center of the object and dimmer toward the edges. 

0.0 to 1.0


SHADOW MASK

Shadow Mask (Input Socket)

Connect a custom mask (e.g. vertex color, texture) to selectively control where shadows appear on the material. Black areas = shadows fully active. White areas = shadows disabled.

Ignore Shading (Toggle)

When enabled, the material ignores all scene lighting and instead uses only the Shadow Mask input to determine where shadows appear.


Shader AOVs (Arbitrary Output Variables)

AOVs allow you to render specific shader components as separate output passes for greater control in compositing. This is useful for adjusting shadows, highlights, or emission independently in post-production.


How to use AOVs:

  1. In Render Properties, go to the AOVs panel

  2. Add a new AOV and name it exactly as listed below

  3. In the Compositor, the AOV will appear as an output from the Render Layers node


Available AOVs:

AOV Name

Description

Base Color

Outputs the raw base color of the material without any lighting or shading applied

Patterns

Outputs the diffuse pattern texture in isolation

Highlight Pattern

Outputs the highlight pattern texture in isolation

Specular

Outputs the stylized specular reflection component in isolation

Metallic

Outputs the stylized metallic reflection component in isolation

Subsurface

Outputs the subsurface scattering component in isolation

Lineart

Outputs the lineart strokes in isolation

Shading

Outputs the complete shading (diffuse lighting and shadows) without base color or other components

Shadow Mask

Outputs the connected Shadow Mask input for compositing use



Happy shading!

– Pojo


$10

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Details
Sales 100+
Rating
2 ratings
Published 8 months ago
Blender Version 5.1
Render Engine Used Eevee
License Creative Commons
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