I realize this isn't the typical PBR workflow, and can be unusual for many to gain experience with, but if you happen to know. I'd love to learn more about the toon shader workflow/ tips and tricks.
You can use a solidify modifier and change the material in the modifier, plus some other trickery...
Lightning Boy Studio have an awesome YT playlist to make a toon shader.
It depends on your use. In a game engine you use an inverse hull technique(the solidify mid that Adrian mentioned). If you're staying in Blender then you can use freestyle(that Martin mentioned) which is a post process effect and can be used as a render pass too. Then there's the newer line art modifier for grease pencil.
Line Art Modifier is the way to go now. It's like using Freestyle, but directly in the interface. It also has the added bonus that you can bake it all down when you're done; edit it; add modifiers to it etc and generally have some awesome fun. Is there a specific look you are after? I'd be keen to do a deep dive into the lineart modifier!
Hey all, thanks for the replies, I've since done a deep dive or two on the subject. first thing I'd like to share with you all is the free addon "stylized asset suite" which is one of those paint layer type addons but heavily focused on stylized/ toon effects and workflows. It's the fastest way to get a toon look without going through all the minutia. It has quick functions for the outlined look. The other thing I think needs to be more widely known is the normals painting approach which allows lighting and camera angles to work with the painterly effect. Basically, you bake your normals and then using the color picker and start painting blobs directly to your normals. It's the best method of a painterly effect I've seen for it's versatility. The other thing to mention is that 3d coat textura links with photoshop in ways no other software does as far as I'm aware which grants you access to the mixer brush and it's settings. very quick and powerful.