Material competency can be illustrated with a breakdown of a custom Celshader as per below:
Divide the scene color by the diffuse color to create a mask approximating lighting values.
*This could be more accurate if we exposed the lighting info or hooked into the process with SceneViewExtension but this is simple and sufficient for most uses.
Using a curve atlas, we sample a grayscale curve with stepped keys we then use the lighting mask as its UVs.
This method allows the 0 to 1 values of the lighting mask to remap the infinite values of normal scene lighting to the fixed values of the curve.
We approximate lighting color into a mask. Again, not as accurate as more complicated methods but is quick and sufficient for most uses.
HLSL is modified to provide a Kuwahara effect. This is a standard smoothing algorithm which can be used to create a somewhat painterly effect.