I use the same approach as the toon shader to create a cell halo of light.
Point light, postprocess effect.
To control the size and number of cells for each light point of a particle, I use the custom data particle that I send to the shader.
To create a light point per particle. I calculate the distance from each particle position and the world positions. Then I apply the same cell attenuation calculation that I used in my toon shader.
In this post, i showcases two particles system i made for my toon scene.
For the butterflies, you need a custom mesh (just a plane split in half, so 6 vertices).
And to create the firefly light effect, I use a particle system and a post-processing shader.
The shader use the same attenuation technique as my toon shader.
I tried my best to maintain the highest video quality, but once it’s uploaded, the compression algorithm degrades the quality.