Is there a way to have toon shading with deferred lightning?
Me and my team have worked on a nice toon shader but noticed in debugging post-processing effects that it has buggy behaviors in deferred lighting mode. You can see anything with the toon shader disappears when viewing normals (in the example, there's one's using a custom ASE toon shader, one made with Shader Forge, and then the example toon shader you provide). AO is messed up (too dark) and depth of field is also wrong (you can see the primitives with red tinge but the heads are completely gray despite being at the same plane as the primitives).
I hope there's a workaround to get custom lighting and toon shading to work with deferred. Thanks!
BTW, this is using ASE v1.3.4 and Unity 2017.1