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/animation-shader

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

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game-dev-skills
7417 skills4 agents
Install
$ npx -y skills add Yuki001/game-dev-skills --skill animation-shader --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/animation-shader

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

animation-shader.SKILL.md
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.
metadata:
  short-description: Implement and configure Animation-Style Shaders

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

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`
  • *
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Ships withgame-dev-skills

This is my personal agent skill repository, primarily focused on game development.

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