Once you have installed the add-on, press N while inside Node Editor to bring the Toolbar on the right. You will see some tabs on the side, one of it says 'Komikaze Addon'. Select that.
Now you can choose any Komikaze shader from the dropdown box and hit 'Add Shader' to add that node to your Node Editor window.
Please make sure that the model you are working on has a material in the material slot, for it to be able to use nodes.
'Filmic' color management is turned on in Blender by default now. Please make sure to turn it back to 'standard' to make the shaders colors pop out more and look like ones in my scene.
The shaders will react to light sources, their intensity, radius, softness etc.
Most of the tests I did were using default Sun and Point lamps with Energy = 10, and Softness = 0, that way they give you hard cel shaded edges.
The world color that I have used is darker (black) than the default Blender world color (grey). So if the shaders are looking different in another scene, please check the world color.
It is quite simple, you need to 'Append' them.
Here is how :
1. File > Append
2. Locate and double click on the file you want to import things from, for example, "Komikaze 3D Shaders.blend".
3. Go into the folder named "Material", press A to select all the shaders
4. Press Enter or hit the "Append from Library button".
Now the shaders are in your scene. You can select them from the drop-down menu in the Materials tab.
Please note that they will get deleted if they don't have a user, when you exit Blender. A "fake user" can be assigned to any material by pressing the 'F' button under the "Materials" tab, it will prevent that material from getting deleted, when you save and quit.
It is very simple.
1. Give your model 2 materials, first any Komikaze material, and second a 'Outline' shader (included in the pack)
2. Give your model a Solidify modifier, and in the modifier settings, check 'Flip Normals', and set both the fields in 'Material Index Offset' to 1.
3. Change the solidify 'Thickness' to scale the outlines up or down.
No, the shaders use 'object' or 'camera' texture coordinates, thus, you need not worry about UVs at all.
Make sure you are using 'VSM' under 'Shadows > Method'.
You might need to apply scale to your model.
Select model. Hit 'Ctrl+A'. Select 'Scale'.
Almost everything is done procedurally except a few bits here and there.
So yes, these are very much procedural shaders. :)
2D Shaders are supported in Cycles but the 3D Shaders will only run in Eevee.
Download Blender 2.8 from https://www.blender.org/2-8/