I am currently experimenting in shaders in Unity 3D, hope I could share the process with you.
Here are two samples.
This one is for the extreme zoom effect. It is a full screen render material attached to a camera.
This one is an Anime-style shader. I use alpha to pass the normal calculated in vertex shader and process it in the fragment shader.
This shader also responds to light colors.
This one is custom shading for the same model with same texture in same lighting environment. From left to right are with the shaders: specular mask (with a metal texture), custom BRDF Map (eye Direction – Blue, Light direction – red), custom diffuse with ambient lighting and rim light on edges, metal alpha map with standard shader which is the original one from asset store.
The following is a geometry shader which shows artistic waving surface.