Finish the first version of this toon shader node tree for Blender Internal and OpenGL viewport rendering on Blender.
You need a Material shadeless with a diffuse map and, if you have, a normal map. and conecting it to this node tree. you can control shadow range and softness. shadow color. the same thing to rim light and specular. Nothing new. just putting everything in the same place.
Beside that I made a simple node to make a outline from normals. like a sharp fresnel. Its only in black and need a multiply but you can change it if you want.
Its mixed with a solidify modifier to make this outline.
Its just the first version, later I need to make it use some maps to give more variation to the shading.
You can download and use it. and if you have ideas to make it better share it with me
Hope someone can make something cool with that.