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ComeOnOliver/skillshub

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.

Qu'est-ce que skillshub ?

skillshub is a Claude Code agent skill that 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.

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Documentation

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

Individual skills in this repo

This repo contains 20 individual skills — each has its own dedicated page.

ComeOnOliver/skillshub

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ComeOnOliver/skillshub

Next.js 16+ 和 Turbopack — 增量打包、文件系统缓存、开发速度,以及何时使用 Turbopack 与 webpack。

ComeOnOliver/skillshub

SwiftUI architecture patterns, state management with @Observable, view composition, navigation, performance optimization, and modern iOS/macOS UI best practices.

ComeOnOliver/skillshub

See, Understand, Act on video and audio. See- ingest from local files, URLs, RTSP/live feeds, or live record desktop; return realtime context and playable stream links. Understand- extract frames, build visual/semantic/temporal indexes, and search moments with timestamps and auto-clips. Act- transcode and normalize (codec, fps, resolution, aspect ratio), perform timeline edits (subtitles, text/image overlays, branding, audio overlays, dubbing, translation), generate media assets (image, audio, video), and create real time alerts for events from live streams or desktop capture.

ComeOnOliver/skillshub

AI-assisted video editing workflows for cutting, structuring, and augmenting real footage. Covers the full pipeline from raw capture through FFmpeg, Remotion, ElevenLabs, fal.ai, and final polish in Descript or CapCut. Use when the user wants to edit video, cut footage, create vlogs, or build video content.

ComeOnOliver/skillshub

Next.js 15 애플리케이션을 위한 프론트엔드 개발 가이드라인. React 19, TypeScript, Shadcn/ui, Tailwind CSS를 사용한 모던 패턴. Server Components, Client Components, App Router, 파일 구조, Shadcn/ui 컴포넌트, 성능 최적화, TypeScript 모범 사례 포함. 컴포넌트, 페이지, 기능 생성, 데이터 페칭, 스타일링, 라우팅, 프론트엔드 코드 작업 시 사용.

ComeOnOliver/skillshub

Provides Tamagui patterns for config v4, compiler optimization, styled context, and cross-platform styling. Must use when working with Tamagui projects (tamagui.config.ts, @tamagui imports).

ComeOnOliver/skillshub

Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications. Generates creative, polished code that avoids generic AI aesthetics.

ComeOnOliver/skillshub

Create high-converting, visually distinctive landing pages. Use when building marketing pages, product launches, SaaS homepages, or any single-page conversion-focused website. Guides section-by-section composition with anti-AI-slop principles.

ComeOnOliver/skillshub

Auto-loaded context for Portfolio Buddy 2 development. Use for ANY task involving: React 19 development, TypeScript, portfolio analysis features, metrics calculations, trading strategy comparison, or working with the Portfolio Buddy 2 codebase. Contains tech stack, known issues, and architectural constraints.

ComeOnOliver/skillshub

Next.js development tooling via MCP. Inspect routes, components, build info, and debug Next.js apps. Use when working on Next.js applications, debugging routing, or inspecting app structure. NOT for general React or non-Next.js projects.

ComeOnOliver/skillshub

Implement UI using Shadcn MCP (atoms/theme) and 21st.dev MCP (complex sections). Use when adding buttons, layouts, or generating landing pages.

ComeOnOliver/skillshub

A conceptual skill for building an API client in Next.js that handles JWT tokens

ComeOnOliver/skillshub

Best practices and patterns for Next.js App Router, Server Actions, and Routing in this project.

ComeOnOliver/skillshub

The Design System, Theme, and UX rules for the Physical AI Hub.

ComeOnOliver/skillshub

Comprehensive frontend development skill for building modern, performant web applications using ReactJS, NextJS, TypeScript, Tailwind CSS. Includes component scaffolding, performance optimization, bundle analysis, and UI best practices. Use when developing frontend features, optimizing performance, implementing UI/UX designs, managing state, or reviewing frontend code.

ComeOnOliver/skillshub

This document captures learnings from fixing keyboard navigation issues when floating components (Select, DropdownMenu, Popover) have CSS open/close animations.

ComeOnOliver/skillshub

Build Next.js 16 applications with correct patterns and distinctive design. Use when creating pages, layouts, dynamic routes, upgrading from Next.js 15, or implementing proxy.ts. Covers breaking changes (async params/searchParams, Turbopack, cacheComponents) and frontend aesthetics. NOT when building non-React or backend-only applications.

ComeOnOliver/skillshub

Comprehensive Framer Motion animation library for React. Covers motion components, variants, gestures, page transitions, and scroll animations. Use when adding animations to React/Next.js applications.

ComeOnOliver/skillshub

Build interfaces that resonate, not just render. This skill enforces bold, intentional

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