Animation Shader logo

Animation Shader

Community
Yuki001
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 lilToon, Poiyomi, UTS2, RToon, SToon, and ToonShadingCollection. Works as a domain knowledge plugin alongside workflow skills (OpenSpec, SpecKit) or plan mode of an agent.

Overview

PublisherYuki001
Repositorygame-dev-skills
Skill nameanimation-shader
Stars
104
Forks
13
Bundled files
45
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 45 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Yuki001 on GitHub. Read the source before you install it.

Installation

Install the Animation Shader AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Yuki001/game-dev-skills/tree/main/skills/animation-shader
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Yuki001/game-dev-skills.git /tmp/game-dev-skills
mkdir -p .claude/skills
cp -r /tmp/game-dev-skills/skills/animation-shader .claude/skills/animation-shader
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Animation Shader in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Animation Shader on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Animation Shader is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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
  • 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

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Animation Shader AI skill do?

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.

Why use Animation Shader on TypingMind?

Because you install it once and use it with any model. Animation Shader is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Animation Shader in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Yuki001/game-dev-skills/tree/main/skills/animation-shader. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Animation Shader?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Animation Shader?

As many as you like. As long as a model supports skills, you can use Animation Shader with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Animation Shader AI skill free?

It is published on GitHub by Yuki001. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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