A fancy take on 'painted' stylized look, where colors are blotched over surface rather than brushstrokes. Uses cell + perlin noise to manipulate UVs that sample color and normal maps to bend color and light to create variations of color in a single silhouette. Colors are further refined by LUTs on material level.
Usage Example - using normal map to affect light and therefore, variations of color in blotches, further refined by LUTs.
Usage Example - Posterization and how art directable it is with LUTs.
Step-by-Step of shader breakdown.