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.
Scanned 2/12/2026
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---
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.
metadata:
short-description: Implement and configure Animation-Style Shaders
---
# 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`
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