Stylized GGX Shading: How to Get Toon Highlights with PBR

This article presents a method for achieving stylized, toon-like specular highlights while retaining the benefits of physically based rendering. By modifying the GGX Trowbridge-Reitz normal distribution function with a 'Specular Size' parameter, highlights can be expanded at low roughness while preserving soft gradients at high roughness. An improved version uses a 'GGXMatching' parameter to better match the original GGX shape for rough materials. The author shares insights from game development, including additional techniques like reduced SH coefficients and rim lighting.
Our new 'Specular Size' parameter allows us to return more energy at higher angles while preserving the original shape of the NDF.