Agent Skills: Animation Shader Skill

A specialized skill for implementing and configuring animation-style shaders (Toon Shaders) in 3D rendering engines. It provides guidance on various techniques like outlines, rim lighting, and special effects using popular shader libraries.

UncategorizedID: Yuki001/game-dev-skills/animation-shader

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skills/animation-shader/SKILL.md

Skill Metadata

Name
animation-shader
Description
A specialized skill for implementing and configuring animation-style shaders (Toon Shaders) in 3D rendering engines. It provides guidance on various techniques like outlines, rim lighting, and special effects using popular shader libraries.

Animation Shader Skill

Description

A specialized skill for implementing and configuring animation-style shaders (Toon Shaders) in 3D rendering engines. It provides guidance on various techniques like outlines, rim lighting, and special effects using popular shader libraries.

Workflow

  1. Analyze the user's visual goal (e.g., "I want a glowing outline").
  2. Determine the Approach (Mandatory):
    • Step 2a: Select Base Present: You MUST first identify the overall style. If the user uses general terms like "anime", "toon", "animation shader", or "character shader", map this to a Present (e.g., Basic Anime) to establish the foundation. Do not skip this step.
    • Step 2b: Identify Specific Features: Extract specific requirements (e.g., "Shadow Texture", "Rim Light") and map them to the Feature List.
    • Step 2c: Merge Requirements: The final feature list is the combination of ALL features from the selected Present PLUS the Specific Features identified.
      • Example: User asks for "Animation shader with Shadow Texture".
      • Action: Select Basic Anime (Base) + Shadow Texture (Specific).
      • Result: [3-Tone Shading, Outline, Base Color] (from Basic Anime) + [Shadow Texture].
  3. Consult the Feature List to find relevant techniques and documentation for the identified features. You must address EVERY item in the final feature list from Step 2 (including both Base Present features and Specific Features). If a feature is not found in the Feature List, check the Details Features Document for corresponding details. If it is still not found, implement it based on your own knowledge.
  4. Read the specific reference files identified. You MUST read ALL reference files listed under each identified feature in the Feature List. Do not select just one file; read them all to gain a complete understanding.
  5. Propose a solution or shader configuration based on the documentation.
  6. (Optional) If shader variants are needed, read the Variants & Optimization reference documents and generate the variant shaders.
  7. (Optional) If code/shader graph editing is needed, guide the user or generate the code.

Example Workflow Execution:

Example 1: Basic Anime (Standard)

  • Scenario: User wants "Animation shader with Shadow Texture".
  • Determine the Approach (Step 2):
    • Base Present: Basic Anime
    • Specific Features: Shadow Texture
    • Final Feature List: [3-Tone Shading, Outline, Base Color] (from Basic Anime) + [Shadow Texture].
  • Identified Features: Read ALL files in the final feature list.
    1. Base Color (from Basic Anime Preset) -> File:
      • references/lilToon/Details/01_Base_Main.md
      • references/PoiyomiShaders/Details/01_Base_Main.md
      • references/ToonShadingCollection/Details/03_Diffuse.md
    2. 3-Tone Shading (from Basic Anime Preset) -> File:
      • references/lilToon/Details/02_Lighting_Shadows.md
      • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
      • references/UnityChanToonShaderVer2/Details/01_DoubleShade.md
      • references/ToonShadingCollection/Details/09_Lighting_Shadows.md
    3. Outline (from Basic Anime Preset) -> File:
      • references/lilToon/Details/08_Outline.md
      • references/PoiyomiShaders/Details/05_Outline.md
      • references/RToon/Details/03_Outline.md
      • references/UnityChanToonShaderVer2/Details/03_Outline.md
      • references/ToonShadingCollection/Details/02_Outline.md
    4. Shadow Texture (Specific Request) -> File:
      • references/RToon/Details/02_ShadowT.md
  • Action: You must call read_file for ALL of these files before writing any code.
  • Propose a solution or shader configuration based on the documentation.

Example 2: Stylized Sketch (Artistic)

  • Scenario: User wants "Monochrome manga style with hatching shadows".
  • Determine the Approach (Step 2):
    • Base Present: Stylized Sketch
    • Specific Features: None (The request maps entirely to the preset).
    • Final Feature List: [Color Adjustments, Sketchy Outline, Hatching, Halftone Overlay, Sketch / Paper Overlay] (from Stylized Sketch).
  • Identified Features: Read ALL files in the final feature list.
    1. Color Adjustments (Desaturated/Monochrome) -> File:
      • references/lilToon/Details/01_Base_Main.md
      • references/PoiyomiShaders/Details/01_Base_Main.md
    2. Sketchy Outline -> File:
      • references/SToon/Details/02_Outline.md
      • references/RToon/Details/03_Outline.md
    3. Hatching -> File:
      • references/SToon/Details/03_Overlays.md
    4. Sketch / Paper Overlay -> File:
      • references/SToon/Details/03_Overlays.md
  • Action: You must call read_file for ALL of these files before writing any code.

Example 3: Semi-Realistic Toon (High Fidelity)

  • Scenario: User wants "Toon & PBR mixed character with shiny gold armor".
  • Determine the Approach (Step 2):
    • Base Present: Semi-Realistic Toon
    • Specific Features: MatCap (for shiny gold armor)
    • Final Feature List: [PBR, Normal Map, Shadow Ramp, Subsurface Scattering, Outline] (from Semi-Realistic Toon) + [MatCap].
  • Identified Features: Read ALL files in the final feature list.
    1. PBR / Normal Map -> File:
      • references/PoiyomiShaders/Details/01_Base_Main.md (Normal Map)
      • references/ToonShadingCollection/Details/06_PBR_Stylization.md (PBR Theory)
    2. Shadow Ramp -> File:
      • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
    3. Subsurface Scattering (SSS) (for skin) -> File:
      • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
      • references/ToonShadingCollection/Details/07_Stylized_Features.md
    4. MatCap (Specific Request) -> File:
      • references/RToon/Details/04_MatCap_Reflection.md
      • references/lilToon/Details/03_Surface_Reflections.md
      • references/PoiyomiShaders/Details/03_Surface_Reflections.md
      • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Action: You must call read_file for ALL of these files before writing any code.

Presents

Use these presets when the user is unsure about specific features or wants a quick starting point for a specific style.

1. Basic Anime

  • Description: The standard, clean anime look. Efficient, readable, and widely used.
  • Features: Base Color / Main Texture, 3-Tone Shading (Double Shade), Outline (Inverted Hull).
  • Use Case: General avatars, NPCs, standard anime characters, performance-critical scenes.

2. Advanced Illustration

  • Description: A high-quality, detailed look with rich lighting, material definition, and depth.
  • Features: Base Color / Main Texture, Layered Textures, 3-Tone Shading (Double Shade), Alpha Mask,Outline (Inverted Hull), Rim Light, MatCap (Material Capture), Specular / HighColor, Shadow Ramp.
  • Use Case: Main characters, close-ups, high-fidelity VRChat avatars, cinematic cutscenes.

3. Stylized Sketch

  • Description: Mimics hand-drawn art, manga, or pencil sketches with a rougher, artistic feel.
  • Features: Color Adjustments (Desaturated), Sketchy Outline, Hatching, Halftone Overlay, Sketch / Paper Overlay.
  • Use Case: Flashbacks, artistic indie games, unique aesthetic styles, manga adaptations.

4. Cyber / VFX

  • Description: High-tech, glowing, and dynamic style with motion and reactivity.
  • Features: Base Color / Main Texture (Dark), Emission / Glow, AudioLink, Dissolve, Vertex Manipulation (Glitch), Rim Light.
  • Use Case: Sci-fi characters, powered-up states, music visualizers, holographic effects.

5. Semi-Realistic Toon

  • Description: Blends anime aesthetics with realistic material properties for a modern, high-fidelity look.
  • Features: PBR (Metallic/Smoothness), Normal Map, Shadow Ramp, Subsurface Scattering (SSS), Outline (Inverted Hull).
  • Use Case: Modern action RPGs, high-end cinematic characters, "Genshin-like" but more detailed.

6. Retro 90s Anime

  • Description: Recreates the look of classic cel animation from the 90s.
  • Features: Color Adjustments (High Saturation, Posterization), 3-Tone Shading (Double Shade), Outline (Inverted Hull), Film Grain.
  • Use Case: Nostalgic projects, retro-style games, lo-fi aesthetics.

7. Oil Painting / Artistic

  • Description: Simulates traditional media like oil painting or watercolor.
  • Features: Brush Stroke Textures, Distorted UVs, Sketch / Paper Overlay, Smudged Shadows, Sketchy Outline.
  • Use Case: Storybook visuals, artistic showcases, dream sequences.

8. Flat Pop Art

  • Description: A bold, graphic style with minimal shading and vibrant colors.
  • Features: Base Color / Main Texture (Unlit), Outline (Inverted Hull), Halftone Overlay, Stencil Patterns.
  • Use Case: UI characters, music videos, stylized indie games.

Feature List

A comprehensive list of features available across the supported shaders, organized by category.

1. Core Shading & Coloring

  • Base Color / Main Texture: The primary color and texture of the model. (All)
    • references/lilToon/Details/01_Base_Main.md
    • references/PoiyomiShaders/Details/01_Base_Main.md
    • references/ToonShadingCollection/Details/03_Diffuse.md
  • Color Adjustments: Adjusts Hue, Saturation, Brightness, or applies Posterization to the final color. (Poiyomi, SToon, lilToon)
    • references/lilToon/Details/01_Base_Main.md
    • references/PoiyomiShaders/Details/01_Base_Main.md
  • 3-Tone Shading (Double Shade): Defines shadows using two distinct shades (1st and 2nd) for a traditional anime look. (lilToon, Poiyomi, UTS2)
    • references/lilToon/Details/02_Lighting_Shadows.md
    • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
    • references/UnityChanToonShaderVer2/Details/01_DoubleShade.md
    • references/ToonShadingCollection/Details/09_Lighting_Shadows.md
  • Shadow Ramp: Uses a gradient texture to control the falloff and color of shadows, allowing for soft or stylized transitions. (SToon, Poiyomi, RToon)
    • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
  • Shadow Texture (ShadowT): Applies a pattern (like hatching or halftone) specifically within the shadowed areas. (RToon, SToon)
    • references/RToon/Details/02_ShadowT.md
  • Shading Grade Map: Controls the shadow threshold per-pixel using a grayscale map, allowing for organic shadow shapes. (UTS2)
    • references/UnityChanToonShaderVer2/Details/02_ShadingGradeMap.md
  • Position Maps: Fixes shadows to specific areas (e.g., under the chin) regardless of lighting direction. (UTS2)
    • references/UnityChanToonShaderVer2/Details/01_DoubleShade.md
  • Ambient Occlusion (AO): Adds soft shadows in crevices and corners to increase depth. (Poiyomi, SToon, lilToon)
    • references/lilToon/Details/02_Lighting_Shadows.md
    • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
  • Cell Shading / Hard Shading: Uses hard cutoffs for shadows to create a cel-shaded look. (RToon, SToon)
    • references/RToon/Details/01_Core_Shading.md
    • references/SToon/Details/01_Core_Shading.md
  • Diffuse Warp: Distorts the shading terminator for irregular, hand-drawn shadow edges. (SToon)
    • references/SToon/Details/05_Artistic_Controls.md
  • Normal Map: Adds surface detail and depth without changing geometry. (All)
    • references/PoiyomiShaders/Details/01_Base_Main.md
  • Detail Maps: Adds high-frequency surface details using secondary textures. (Poiyomi, lilToon)
    • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
  • Layered Textures: Allows stacking multiple texture layers with blending modes for complex surface details. (lilToon, Poiyomi)
    • references/lilToon/Details/01_Base_Main.md
  • Decals: Applies sticker-like textures on top of the main surface with independent transforms. (Poiyomi, lilToon)
    • references/lilToon/Details/01_Base_Main.md
  • Alpha Mask: Controls transparency or restricts features to specific areas using a mask texture. (lilToon, Poiyomi)
    • references/lilToon/Details/01_Base_Main.md
  • RGB Masking: Re-colors specific parts of the mesh using RGBA masks. (Poiyomi)
    • references/PoiyomiShaders/Details/01_Base_Main.md
  • Triplanar Mapping: Applies textures based on world space, useful for models without proper UVs. (RToon, SToon)
    • references/RToon/Details/06_Advanced_Features.md

2. Surface & Reflections

  • Specular / HighColor: Adds stylized highlights to the surface, often with masking or cartoon shapes. (All)
    • references/lilToon/Details/03_Surface_Reflections.md
    • references/PoiyomiShaders/Details/03_Surface_Reflections.md
    • references/ToonShadingCollection/Details/04_Specular.md
    • references/SToon/Details/04_Specular_Rim.md
    • references/RToon/Details/05_Gloss_Rim.md
  • MatCap (Material Capture): Simulates complex lighting and reflections (like metal or hair sheen) using a sphere texture. (All)
    • references/RToon/Details/04_MatCap_Reflection.md
    • references/lilToon/Details/03_Surface_Reflections.md
    • references/PoiyomiShaders/Details/03_Surface_Reflections.md
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Camera Rolling Stabilizer: Keeps MatCap reflections upright even when the camera tilts. (UTS2)
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Rim Light: Adds a highlight to the edges of the model based on the viewing angle (Fresnel effect). (All)
    • references/RToon/Details/05_Gloss_Rim.md
    • references/SToon/Details/04_Specular_Rim.md
    • references/lilToon/Details/03_Surface_Reflections.md
    • references/PoiyomiShaders/Details/03_Surface_Reflections.md
  • Backlight: Simulates light coming from behind the object, enhancing the silhouette or adding a rim on the shadowed side. (lilToon, SToon, UTS2)
    • references/lilToon/Details/02_Lighting_Shadows.md
    • references/SToon/Details/04_Specular_Rim.md
  • Shadow Rim / Antipodean Rim: Adds a rim light specifically to the shadowed side of the object. (UTS2)
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Side Shine: Adds a specific highlight on the side of the object to increase volume. (SToon)
    • references/SToon/Details/04_Specular_Rim.md
  • Anisotropy: Specialized highlights for hair or brushed metal surfaces. (lilToon, Poiyomi, SToon)
    • references/lilToon/Details/03_Surface_Reflections.md
    • references/PoiyomiShaders/Details/03_Surface_Reflections.md
    • references/ToonShadingCollection/Details/04_Specular.md
  • Clear Coat: Adds an extra glossy layer on top of the material for a varnished look. (Poiyomi)
    • references/PoiyomiShaders/Details/03_Surface_Reflections.md
  • Faked Reflection: Uses a static texture for reflections instead of a probe for stylized control. (RToon)
    • references/RToon/Details/04_MatCap_Reflection.md
  • Environment / Reflections: Configures environment reflections using Cubemaps or Reflection Probes. (All)
    • references/ToonShadingCollection/Details/05_Environment.md
  • Iridescence / Color Shift: Changes color based on viewing angle or time. (UTS2, Poiyomi)
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Subsurface Scattering (SSS): Simulates light penetrating translucent surfaces like skin. (Poiyomi)
    • references/PoiyomiShaders/Details/02_Lighting_Shadows.md

3. Outline & Edge Detection

  • Outline (Inverted Hull): Creates outlines by extruding back-facing vertices; widely used for character outlines. (All)
    • references/lilToon/Details/08_Outline.md
    • references/PoiyomiShaders/Details/05_Outline.md
    • references/RToon/Details/03_Outline.md
    • references/UnityChanToonShaderVer2/Details/03_Outline.md
    • references/ToonShadingCollection/Details/02_Outline.md
  • Stylized Outline: Noise, Sketchy, Hand-drawn look.
    • references/SToon/Details/02_Outline.md
    • references/RToon/Details/03_Outline.md
  • Baked Normal Outline: Uses a smooth normal map for outlines to prevent breaks on hard edges. (UTS2)
    • references/UnityChanToonShaderVer2/Details/03_Outline.md

4. Special Effects & VFX

  • Emission / Glow: Makes specific parts of the model glow, often with animation support. (lilToon, Poiyomi, UTS2)
    • references/lilToon/Details/04_Special_Effects.md
    • references/PoiyomiShaders/Details/04_Special_Effects.md
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Dissolve: Gradually makes the model transparent using a noise pattern, often with a glowing edge. (lilToon, Poiyomi)
    • references/PoiyomiShaders/Details/04_Special_Effects.md
    • references/lilToon/Details/04_Special_Effects.md
  • Halftone Overlay: Applies a comic-book style dot pattern over the model. (SToon)
    • references/SToon/Details/03_Overlays.md
    • references/ToonShadingCollection/Details/08_PostProcessing.md
  • Hatching: Uses line patterns for shading instead of solid colors, often with multiple layers. (SToon, RToon)
    • references/SToon/Details/03_Overlays.md
  • Sketch / Paper Overlay: Applies paper textures or sketch lines for a hand-drawn look. (SToon)
    • references/SToon/Details/03_Overlays.md
  • Glitter: Adds procedural sparkling effects to the surface. (lilToon)
    • references/lilToon/Details/04_Special_Effects.md
  • AudioLink: Reacts to music/audio for dynamic effects like pulsing emission, color shifts, or vertex glitching. (lilToon, Poiyomi)
    • references/lilToon/Details/05_Advanced.md
    • references/PoiyomiShaders/Details/04_Special_Effects.md
  • Parallax Occlusion: Simulates depth in textures by offsetting UVs based on view angle. (lilToon)
    • references/lilToon/Details/04_Special_Effects.md
  • Vertex Manipulation: Deforms the mesh geometry (e.g., glitching, rounding, scaling). (Poiyomi, SToon)
    • references/PoiyomiShaders/Details/01_Base_Main.md
  • Animation & Motion: Techniques for UV animation, vertex animation, and smear frames. (ToonShadingCollection)
    • references/ToonShadingCollection/Details/10_Animation_VFX.md
  • Refraction / Gem: Simulates light bending through transparent materials like gems or eyes. (lilToon)
    • references/lilToon/Details/07_Variant_Features.md
  • UV Animation: Scrolls or rotates textures for effects like flowing water or tech interfaces. (SToon, lilToon, UTS2)
    • references/lilToon/Details/01_Base_Main.md
    • references/SToon/Details/05_Artistic_Controls.md

5. Advanced & Pipeline

  • Culling / Stencil / Clipping: Controls face culling and stencil buffer operations for advanced rendering effects. (lilToon, UTS2)
    • references/lilToon/Details/05_Advanced.md
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Stencil Masking: Uses the stencil buffer for effects like "eyebrows visible through hair". (lilToon, UTS2)
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
  • Back Face Rendering: Dedicated settings for rendering the back side of polygons. (Poiyomi)
    • references/lilToon/Details/01_Base_Main.md
  • Distance Fade / Near Fade: Fades the object or outline based on camera distance to prevent view blocking. (lilToon, RToon, UTS2)
    • references/RToon/Details/06_Advanced_Features.md
  • Tessellation: Dynamically subdivides geometry for smoother curves. (lilToon)
    • references/lilToon/Details/07_Variant_Features.md
  • Variants & Optimization: Guidelines for using shader variants (Lite, Multi) and optimizing models. (lilToon, ToonShadingCollection)
    • references/lilToon/Details/06_Variants.md
    • references/ToonShadingCollection/Details/11_Modeling_Pipeline.md
  • Art Styles & Theory: Analysis of different art styles and PBR stylization techniques. (ToonShadingCollection)
    • references/ToonShadingCollection/Details/01_ArtStyles.md
    • references/ToonShadingCollection/Details/06_PBR_Stylization.md

6. Special Objects (Material Specific)

  • Hair (Angel Ring): Creates a fixed highlight halo on hair. (UTS2)
    • references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
    • references/ToonShadingCollection/Details/04_Specular.md
  • Eyes: Specialized rendering for eyes including parallax, refraction, and stencil masking. (lilToon, UTS2)
    • references/lilToon/Details/07_Variant_Features.md
    • references/ToonShadingCollection/Details/07_Stylized_Features.md
  • Skin: Simulates subsurface scattering and soft shading for skin. (Poiyomi, UTS2)
    • references/PoiyomiShaders/Details/02_Lighting_Shadows.md
    • references/ToonShadingCollection/Details/07_Stylized_Features.md
  • Fur: Simulates fur using multi-layer rendering. (lilToon)
    • references/lilToon/Details/07_Variant_Features.md

Details Features Document

  • references/lilToon/Features.md
  • references/PoiyomiShaders/Features.md
  • references/SToon/Features.md
  • references/RToon/Features.md
  • references/UnityChanToonShaderVer2/Features.md
  • references/ToonShadingCollection/Features.md