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
- Analyze the user's visual goal (e.g., "I want a glowing outline").
- 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].
- 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.
- 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.
- Propose a solution or shader configuration based on the documentation.
- (Optional) If shader variants are needed, read the Variants & Optimization reference documents and generate the variant shaders.
- (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.
- Base Color (from Basic Anime Preset) -> File:
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.mdreferences/ToonShadingCollection/Details/03_Diffuse.md
- 3-Tone Shading (from Basic Anime Preset) -> File:
references/lilToon/Details/02_Lighting_Shadows.mdreferences/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/UnityChanToonShaderVer2/Details/01_DoubleShade.mdreferences/ToonShadingCollection/Details/09_Lighting_Shadows.md
- Outline (from Basic Anime Preset) -> File:
references/lilToon/Details/08_Outline.mdreferences/PoiyomiShaders/Details/05_Outline.mdreferences/RToon/Details/03_Outline.mdreferences/UnityChanToonShaderVer2/Details/03_Outline.mdreferences/ToonShadingCollection/Details/02_Outline.md
- Shadow Texture (Specific Request) -> File:
references/RToon/Details/02_ShadowT.md
- Base Color (from Basic Anime Preset) -> File:
- Action: You must call
read_filefor 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.
- Color Adjustments (Desaturated/Monochrome) -> File:
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.md
- Sketchy Outline -> File:
references/SToon/Details/02_Outline.mdreferences/RToon/Details/03_Outline.md
- Hatching -> File:
references/SToon/Details/03_Overlays.md
- Sketch / Paper Overlay -> File:
references/SToon/Details/03_Overlays.md
- Color Adjustments (Desaturated/Monochrome) -> File:
- Action: You must call
read_filefor 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.
- PBR / Normal Map -> File:
references/PoiyomiShaders/Details/01_Base_Main.md(Normal Map)references/ToonShadingCollection/Details/06_PBR_Stylization.md(PBR Theory)
- Shadow Ramp -> File:
references/PoiyomiShaders/Details/02_Lighting_Shadows.md
- Subsurface Scattering (SSS) (for skin) -> File:
references/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- MatCap (Specific Request) -> File:
references/RToon/Details/04_MatCap_Reflection.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- PBR / Normal Map -> File:
- Action: You must call
read_filefor 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.mdreferences/PoiyomiShaders/Details/01_Base_Main.mdreferences/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.mdreferences/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.mdreferences/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/UnityChanToonShaderVer2/Details/01_DoubleShade.mdreferences/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.mdreferences/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.mdreferences/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.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/ToonShadingCollection/Details/04_Specular.mdreferences/SToon/Details/04_Specular_Rim.mdreferences/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.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/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.mdreferences/SToon/Details/04_Specular_Rim.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/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.mdreferences/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.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/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.mdreferences/PoiyomiShaders/Details/05_Outline.mdreferences/RToon/Details/03_Outline.mdreferences/UnityChanToonShaderVer2/Details/03_Outline.mdreferences/ToonShadingCollection/Details/02_Outline.md
- Stylized Outline: Noise, Sketchy, Hand-drawn look.
references/SToon/Details/02_Outline.mdreferences/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.mdreferences/PoiyomiShaders/Details/04_Special_Effects.mdreferences/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.mdreferences/lilToon/Details/04_Special_Effects.md
- Halftone Overlay: Applies a comic-book style dot pattern over the model. (SToon)
references/SToon/Details/03_Overlays.mdreferences/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.mdreferences/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.mdreferences/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.mdreferences/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.mdreferences/ToonShadingCollection/Details/11_Modeling_Pipeline.md
- Art Styles & Theory: Analysis of different art styles and PBR stylization techniques. (ToonShadingCollection)
references/ToonShadingCollection/Details/01_ArtStyles.mdreferences/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.mdreferences/ToonShadingCollection/Details/04_Specular.md
- Eyes: Specialized rendering for eyes including parallax, refraction, and stencil masking. (lilToon, UTS2)
references/lilToon/Details/07_Variant_Features.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- Skin: Simulates subsurface scattering and soft shading for skin. (Poiyomi, UTS2)
references/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/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.mdreferences/PoiyomiShaders/Features.mdreferences/SToon/Features.mdreferences/RToon/Features.mdreferences/UnityChanToonShaderVer2/Features.mdreferences/ToonShadingCollection/Features.md