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)
* INLINECODE26
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)
* INLINECODE52
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)
* INLINECODE60
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
* INLINECODE78
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
* INLINECODE88
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)
* INLINECODE95
Details Features Document
- * INLINECODE96
- INLINECODE97
- INLINECODE98
- INLINECODE99
- INLINECODE100
- INLINECODE101
动画着色器技能
动画风格着色器(卡通着色器)的领域知识参考。包含预设样式、功能列表以及流行着色器库的参考映射。
[!NOTE]
此技能仅包含领域知识,不包含工作流程。请与工作流程技能(如OpenSpec、SpecKit)或代理的计划模式配合使用,以实现结构化设计流程。
使用模式
配合工作流程技能(推荐)
当与工作流程技能(如OpenSpec、SpecKit)或代理的计划模式配合使用时,此技能作为领域知识插件:
- - 在需求/规格阶段:使用预设部分识别目标样式,并将用户请求映射到具体功能集
- 在设计/规划阶段:使用功能列表查找每个功能的所有相关references/文档
- 关键规则:对于每个已识别的功能,阅读列出的所有参考文件——不要只选择其中一个
独立使用
如果需要,还提供了一个轻量级的workflow-standalone.md作为独立的设计流程。
知识模式(查询)
当用户请求查询动画着色器知识时,此技能根据任务提供预设样式和功能到参考的映射。
预设
当用户不确定具体功能或希望快速获得特定样式的起点时,请使用这些预设。
1. 基础动漫
- * 描述:标准的、干净的动漫外观。高效、可读性强且广泛使用。
- 功能:基础颜色/主纹理、三色调着色(双阴影)、轮廓(反转外壳)。
- 用例:通用头像、NPC、标准动漫角色、性能关键场景。
2. 高级插画
- * 描述:具有丰富光照、材质定义和深度的高质量、精细外观。
- 功能:基础颜色/主纹理、分层纹理、三色调着色(双阴影)、Alpha遮罩、轮廓(反转外壳)、边缘光、MatCap(材质捕获)、高光/高颜色、阴影渐变。
- 用例:主要角色、特写镜头、高保真VRChat头像、电影级过场动画。
3. 风格化素描
- * 描述:模仿手绘艺术、漫画或铅笔素描,具有更粗糙、更具艺术感的外观。
- 功能:颜色调整(去饱和)、素描风格轮廓、交叉影线、半色调叠加、素描/纸张叠加。
- 用例:闪回、艺术独立游戏、独特美学风格、漫画改编。
4. 赛博/VFX
- * 描述:高科技、发光且动态的风格,具有运动和响应性。
- 功能:基础颜色/主纹理(深色)、自发光/辉光、音频链接、溶解、顶点操作(故障)、边缘光。
- 用例:科幻角色、增强状态、音乐可视化器、全息效果。
5. 半写实卡通
- * 描述:将动漫美学与写实材质属性相结合,呈现现代、高保真外观。
- 功能:PBR(金属度/光滑度)、法线贴图、阴影渐变、次表面散射(SSS)、轮廓(反转外壳)。
- 用例:现代动作RPG、高端电影角色、类似原神但更精细。
6. 复古90年代动漫
- * 描述:重现90年代经典赛璐珞动画的外观。
- 功能:颜色调整(高饱和度、色调分离)、三色调着色(双阴影)、轮廓(反转外壳)、胶片颗粒。
- 用例:怀旧项目、复古风格游戏、低保真美学。
7. 油画/艺术风格
- * 描述:模拟传统媒介如油画或水彩画。
- 功能:笔触纹理、扭曲UV、素描/纸张叠加、涂抹阴影、素描风格轮廓。
- 用例:故事书视觉效果、艺术展示、梦境序列。
8. 扁平波普艺术
- * 描述:大胆的图形风格,具有最小阴影和鲜艳色彩。
- 功能:基础颜色/主纹理(无光照)、轮廓(反转外壳)、半色调叠加、模板图案。
- 用例:UI角色、音乐视频、风格化独立游戏。
功能列表
支持的着色器中可用功能的全面列表,按类别组织。
1. 核心着色与颜色
- * 基础颜色/主纹理:模型的主要颜色和纹理。(全部)
* references/lilToon/Details/01
BaseMain.md
* references/PoiyomiShaders/Details/01
BaseMain.md
* references/ToonShadingCollection/Details/03_Diffuse.md
- * 颜色调整:调整最终颜色的色相、饱和度、亮度或应用色调分离。(Poiyomi、SToon、lilToon)
* references/lilToon/Details/01
BaseMain.md
* references/PoiyomiShaders/Details/01
BaseMain.md
- * 三色调着色(双阴影):使用两种不同的阴影(第一和第二阴影)定义阴影,呈现传统动漫外观。(lilToon、Poiyomi、UTS2)
* references/lilToon/Details/02
LightingShadows.md
* references/PoiyomiShaders/Details/02
LightingShadows.md
* references/UnityChanToonShaderVer2/Details/01_DoubleShade.md
* references/ToonShadingCollection/Details/09
LightingShadows.md
- * 阴影渐变:使用渐变纹理控制阴影的衰减和颜色,实现柔和或风格化的过渡。(SToon、Poiyomi、RToon)
* references/PoiyomiShaders/Details/02
LightingShadows.md
- * 阴影纹理(ShadowT):在阴影区域内应用图案(如交叉影线或半色调)。(RToon、SToon)
* references/RToon/Details/02_ShadowT.md
- * 着色等级贴图:使用灰度贴图逐像素控制阴影阈值,实现有机阴影形状。(UTS2)
* references/UnityChanToonShaderVer2/Details/02_ShadingGradeMap.md
- * 位置贴图:将阴影固定到特定区域(如下巴下方),不受光照方向影响。(UTS2)
* references/UnityChanToonShaderVer2/Details/01_DoubleShade.md
- * 环境光遮蔽(AO):在缝隙和角落添加柔和阴影以增加深度感。(Poiyomi、SToon、lilToon)
* references/lilToon/Details/02
LightingShadows.md
* references/PoiyomiShaders/Details/02
LightingShadows.md
- * 赛璐珞着色/硬阴影:使用硬截止阴影创建赛璐珞着色外观。(RToon、SToon)
* references/RToon/Details/01
CoreShading.md
* references/SToon/Details/01
CoreShading.md
- * 漫反射扭曲:扭曲着色终止线,形成不规则的手绘阴影边缘。(SToon)
* references/SToon/Details/05
ArtisticControls.md
- * 法线贴图:在不改变几何体的情况下增加表面细节和深度。(全部)
* references/PoiyomiShaders/Details/01
BaseMain.md
- * 细节贴图:使用次级纹理添加高频表面细节。(Poiyomi、lilToon)
* references/PoiyomiShaders/Details/02
LightingShadows.md
- * 分层纹理:允许堆叠多个纹理层并使用混合模式,实现复杂的表面细节。(lilToon、Poiyomi)
* references/lilToon/Details/01
BaseMain.md
- * 贴花:在主表面之上应用类似贴纸的纹理,具有独立的变换。(Poiyomi、lilToon)
* references/lilToon/Details/01
BaseMain.md
- * Alpha遮罩:使用遮罩纹理控制透明度或将功能限制在特定区域。(lilToon、Poiyomi)
* references/lilToon/Details/01
BaseMain.md
- * RGB遮罩:使用RGBA遮罩重新着色网格的特定部分。(Poiyomi)
* references/PoiyomiShaders/Details/01
BaseMain.md
- * 三平面映射:基于世界空间应用纹理,适用于没有正确UV的模型。(RToon、SToon)
* references/RToon/Details/06
AdvancedFeatures.md
2. 表面与反射
- * 高光/高颜色:在表面添加风格化的高光,通常带有遮罩或卡通形状。(全部)