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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pnpm dlx add-skill https://github.com/Yuki001/game-dev-skills/tree/HEAD/skills/animation-shader

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skills/animation-shader/SKILL.md

Skill Metadata

Name
animation-shader
Description
READ this skill when implementing or configuring animation-style shaders (Toon/Cel Shaders) — including outlines, rim lighting, toon shading, MatCap, emission, dissolve, hatching, or any stylized rendering effect. Contains preset styles and feature-to-reference mappings for lilToon, Poiyomi, UTS2, RToon, SToon, and ToonShadingCollection. Works as a domain knowledge plugin alongside workflow skills (OpenSpec, SpecKit) or plan mode of an agent.

Animation Shader Skill

Domain knowledge reference for animation-style shaders (Toon Shaders). Contains preset styles, feature lists, and reference mappings for popular shader libraries.

[!NOTE] This skill contains domain knowledge only, not a workflow. Pair it with a workflow skill (e.g., OpenSpec, SpecKit) or an agent's plan mode for structured design flow.

Usage Modes

With Workflow Skill (Recommended)

When used with a workflow skill (e.g., OpenSpec, SpecKit) or in the plan mode of an agent, this skill serves as a domain knowledge plugin:

  • During requirements/spec phases: Use the Presents section to identify the target style and map user requests to concrete feature sets
  • During design/planning phases: Use the Feature List to look up all relevant references/ documents for each feature
  • Key rule: For each identified feature, read ALL reference files listed — do not select just one

Standalone

A lightweight workflow-standalone.md is also available as a self-contained design pipeline if needed.

Knowledge Mode (Query)

When user requests to query knowledge for animation shaders, this skill provides preset styles and feature-to-reference mappings based on the task.

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