animation-shader
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ChineseAnimation Shader Skill
动画风格着色器技能指南
Description
说明
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.
一项用于在3D渲染引擎中实现和配置动画风格着色器(Toon Shaders)的专业技能。它提供了使用主流着色器库实现轮廓描边、边缘光及特殊效果等多种技术的指导方案。
Workflow
工作流程
- Analyze the user's visual goal (e.g., "I want a glowing outline").
- 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].
- 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.
- 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.
- Propose a solution or shader configuration based on the documentation.
- (Optional) If shader variants are needed, read the Variants & Optimization reference documents and generate the variant shaders.
- (Optional) If code/shader graph editing is needed, guide the user or generate the code.
- 分析用户的视觉需求(例如:“我想要一个发光的轮廓描边”)。
- 确定实现方案(必填步骤):
- 步骤2a:选择基础预设风格:你必须首先确定整体风格。如果用户使用“动漫”、“卡通”、“动画风格着色器”或“角色着色器”等通用术语,将其映射到一个预设风格(例如:基础动漫风格)作为实现基础。请勿跳过此步骤。
- 步骤2b:识别特定功能需求:提取用户的特定需求(例如:“阴影纹理”)并将其与功能列表中的项匹配。
- 步骤2c:合并需求:最终功能列表由所选预设风格的全部功能加上识别出的特定功能组合而成。
- 示例: 用户需求为“带阴影纹理的动画风格着色器”。
- 操作: 选择基础动漫风格(基础) + 阴影纹理(特定需求)。
- 结果: [三色调着色、轮廓描边、基础颜色](来自基础动漫风格) + [阴影纹理]。
- 查阅功能列表,找到与已识别功能对应的技术文档和实现方法。你必须覆盖步骤2中最终功能列表的每一项(包括基础预设风格的功能和特定功能)。 如果某个功能在功能列表中未找到,请查阅详细功能文档获取对应细节。如果仍未找到,则基于自身知识实现该功能。
- 阅读已识别功能对应的所有参考文件。你必须阅读功能列表中每个已识别功能下的所有参考文件,不能仅选择其中一个;需全部阅读以获取完整理解。
- 根据文档内容提出解决方案或着色器配置方案。
- (可选)如果需要着色器变体,请查阅变体与优化参考文档并生成变体着色器。
- (可选)如果需要编辑代码或着色器图,请为用户提供指导或直接生成代码。
Example Workflow Execution:
工作流程执行示例:
Example 1: Basic Anime (Standard)
示例1:基础动漫风格(标准)
- 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.
- Base Color (from Basic Anime Preset) -> File:
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.mdreferences/ToonShadingCollection/Details/03_Diffuse.md
- 3-Tone Shading (from Basic Anime Preset) -> File:
references/lilToon/Details/02_Lighting_Shadows.mdreferences/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/UnityChanToonShaderVer2/Details/01_DoubleShade.mdreferences/ToonShadingCollection/Details/09_Lighting_Shadows.md
- Outline (from Basic Anime Preset) -> File:
references/lilToon/Details/08_Outline.mdreferences/PoiyomiShaders/Details/05_Outline.mdreferences/RToon/Details/03_Outline.mdreferences/UnityChanToonShaderVer2/Details/03_Outline.mdreferences/ToonShadingCollection/Details/02_Outline.md
- Shadow Texture (Specific Request) -> File:
references/RToon/Details/02_ShadowT.md
- Base Color (from Basic Anime Preset) -> File:
- Action: You must call for ALL of these files before writing any code.
read_file - Propose a solution or shader configuration based on the documentation.
- 场景: 用户需求为“带阴影纹理的动画风格着色器”。
- 确定实现方案(步骤2):
- 基础预设风格: 基础动漫风格
- 特定功能: 阴影纹理
- 最终功能列表: [三色调着色、轮廓描边、基础颜色](来自基础动漫风格) + [阴影纹理]。
- 已识别功能:
阅读最终功能列表中的所有文件。
- 基础颜色(来自基础动漫风格预设) -> 参考文件:
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.mdreferences/ToonShadingCollection/Details/03_Diffuse.md
- 三色调着色(来自基础动漫风格预设) -> 参考文件:
references/lilToon/Details/02_Lighting_Shadows.mdreferences/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/UnityChanToonShaderVer2/Details/01_DoubleShade.mdreferences/ToonShadingCollection/Details/09_Lighting_Shadows.md
- 轮廓描边(来自基础动漫风格预设) -> 参考文件:
references/lilToon/Details/08_Outline.mdreferences/PoiyomiShaders/Details/05_Outline.mdreferences/RToon/Details/03_Outline.mdreferences/UnityChanToonShaderVer2/Details/03_Outline.mdreferences/ToonShadingCollection/Details/02_Outline.md
- 阴影纹理(特定需求) -> 参考文件:
references/RToon/Details/02_ShadowT.md
- 基础颜色(来自基础动漫风格预设) -> 参考文件:
- 操作: 在编写任何代码之前,你必须调用读取所有这些文件。
read_file - 根据文档内容提出解决方案或着色器配置方案。
Example 2: Stylized Sketch (Artistic)
示例2:风格化手绘草图(艺术向)
- 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.
- Color Adjustments (Desaturated/Monochrome) -> File:
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.md
- Sketchy Outline -> File:
references/SToon/Details/02_Outline.mdreferences/RToon/Details/03_Outline.md
- Hatching -> File:
references/SToon/Details/03_Overlays.md
- Sketch / Paper Overlay -> File:
references/SToon/Details/03_Overlays.md
- Color Adjustments (Desaturated/Monochrome) -> File:
- Action: You must call for ALL of these files before writing any code.
read_file
- 场景: 用户需求为“带阴影排线的单色漫画风格”。
- 确定实现方案(步骤2):
- 基础预设风格: 风格化手绘草图
- 特定功能: 无(需求完全匹配预设风格)。
- 最终功能列表: [颜色调整、手绘风格轮廓、排线阴影、半色调叠加、草图/纸张纹理叠加](来自风格化手绘草图)。
- 已识别功能:
阅读最终功能列表中的所有文件。
- 颜色调整(低饱和度/单色) -> 参考文件:
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.md
- 手绘风格轮廓 -> 参考文件:
references/SToon/Details/02_Outline.mdreferences/RToon/Details/03_Outline.md
- 排线阴影 -> 参考文件:
references/SToon/Details/03_Overlays.md
- 草图/纸张纹理叠加 -> 参考文件:
references/SToon/Details/03_Overlays.md
- 颜色调整(低饱和度/单色) -> 参考文件:
- 操作: 在编写任何代码之前,你必须调用读取所有这些文件。
read_file
Example 3: Semi-Realistic Toon (High Fidelity)
示例3:半写实卡通风格(高保真)
- 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.
- PBR / Normal Map -> File:
- (Normal Map)
references/PoiyomiShaders/Details/01_Base_Main.md - (PBR Theory)
references/ToonShadingCollection/Details/06_PBR_Stylization.md
- Shadow Ramp -> File:
references/PoiyomiShaders/Details/02_Lighting_Shadows.md
- Subsurface Scattering (SSS) (for skin) -> File:
references/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- MatCap (Specific Request) -> File:
references/RToon/Details/04_MatCap_Reflection.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- PBR / Normal Map -> File:
- Action: You must call for ALL of these files before writing any code.
read_file
- 场景: 用户需求为“卡通与PBR混合风格的角色,带有闪亮的金色盔甲”。
- 确定实现方案(步骤2):
- 基础预设风格: 半写实卡通风格
- 特定功能: MatCap(材质捕获)(用于实现闪亮的金色盔甲)
- 最终功能列表: [PBR、法线贴图、阴影渐变、次表面散射、轮廓描边](来自半写实卡通风格) + [MatCap]。
- 已识别功能:
阅读最终功能列表中的所有文件。
- PBR / 法线贴图 -> 参考文件:
- (法线贴图)
references/PoiyomiShaders/Details/01_Base_Main.md - (PBR理论)
references/ToonShadingCollection/Details/06_PBR_Stylization.md
- 阴影渐变 -> 参考文件:
references/PoiyomiShaders/Details/02_Lighting_Shadows.md
- 次表面散射(SSS)(用于皮肤渲染) -> 参考文件:
references/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- MatCap(特定需求) -> 参考文件:
references/RToon/Details/04_MatCap_Reflection.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- PBR / 法线贴图 -> 参考文件:
- 操作: 在编写任何代码之前,你必须调用读取所有这些文件。
read_file
Presents
预设风格模板
Use these presets when the user is unsure about specific features or wants a quick starting point for a specific style.
当用户不确定具体功能需求,或想要快速启动某一特定风格的项目时,可使用以下预设模板。
1. Basic Anime
1. 基础动漫风格
- 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.
- 说明:标准、简洁的动漫视觉效果。高效、清晰,应用广泛。
- 功能:基础颜色/主纹理、三色调着色(双重阴影)、轮廓描边(反向 hull 算法)。
- 适用场景:通用角色、NPC、标准动漫角色、性能优先的场景。
2. Advanced Illustration
2. 高级插画风格
- 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.
- 说明:高质量、细节丰富的视觉效果,包含丰富的光照、材质定义和层次感。
- 功能:基础颜色/主纹理、分层纹理、三色调着色(双重阴影)、Alpha遮罩、轮廓描边(反向 hull 算法)、边缘光、MatCap(材质捕获)、高光/高亮颜色、阴影渐变。
- 适用场景:主角、特写镜头、高保真VRChat角色、过场动画。
3. Stylized Sketch
3. 风格化手绘草图
- 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.
- 说明:模拟手绘艺术、漫画或铅笔草图的粗糙、艺术感视觉效果。
- 功能:颜色调整(低饱和度)、手绘风格轮廓、排线阴影、半色调叠加、草图/纸张纹理叠加。
- 适用场景:闪回镜头、艺术向独立游戏、独特美学风格、漫画改编项目。
4. Cyber / VFX
4. 赛博朋克/视觉特效风格
- 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.
- 说明:高科技、发光、动态的视觉风格,包含运动效果和交互响应。
- 功能:基础颜色/主纹理(深色系)、自发光/ glow效果、AudioLink、溶解效果、顶点变形( glitch 效果)、边缘光。
- 适用场景:科幻角色、角色变身状态、音乐可视化、全息效果。
5. Semi-Realistic Toon
5. 半写实卡通风格
- 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.
- 说明:融合动漫美学与写实材质属性,呈现现代、高保真的视觉效果。
- 功能:PBR(金属度/光滑度)、法线贴图、阴影渐变、次表面散射(SSS)、轮廓描边(反向 hull 算法)。
- 适用场景:现代动作RPG、高端影视级角色、“类原神”但更细节化的风格。
6. Retro 90s Anime
6. 复古90年代动漫风格
- 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.
- 说明:还原90年代经典赛璐璐动画的视觉效果。
- 功能:颜色调整(高饱和度、色调分离)、三色调着色(双重阴影)、轮廓描边(反向 hull 算法)、胶片颗粒感。
- 适用场景:怀旧项目、复古风格游戏、lo-fi美学场景。
7. Oil Painting / Artistic
7. 油画/艺术手绘风格
- 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.
- 说明:模拟油画或水彩等传统艺术媒介的视觉效果。
- 功能:笔触纹理、UV扭曲、草图/纸张纹理叠加、模糊阴影、手绘风格轮廓。
- 适用场景:绘本视觉效果、艺术展示、梦境场景。
8. Flat Pop Art
8. 扁平化波普艺术风格
- 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.
- 说明:大胆、图形化的风格,阴影极简,色彩鲜艳。
- 功能:基础颜色/主纹理(无光照)、轮廓描边(反向 hull 算法)、半色调叠加、模板图案。
- 适用场景:UI角色、音乐视频、风格化独立游戏。
Feature List
功能列表
A comprehensive list of features available across the supported shaders, organized by category.
支持的着色器的完整功能列表,按类别组织。
1. Core Shading & Coloring
1. 核心着色与颜色控制
- Base Color / Main Texture: The primary color and texture of the model. (All)
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.mdreferences/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.mdreferences/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.mdreferences/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/UnityChanToonShaderVer2/Details/01_DoubleShade.mdreferences/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.mdreferences/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.mdreferences/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
- 基础颜色/主纹理:模型的基础颜色和纹理。(所有着色器支持)
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.mdreferences/ToonShadingCollection/Details/03_Diffuse.md
- 颜色调整:调整色相、饱和度、亮度,或对最终颜色应用色调分离效果。(Poiyomi、SToon、lilToon支持)
references/lilToon/Details/01_Base_Main.mdreferences/PoiyomiShaders/Details/01_Base_Main.md
- 三色调着色(双重阴影):使用两种不同的阴影色调(第一层和第二层)定义阴影,呈现传统动漫视觉效果。(lilToon、Poiyomi、UTS2支持)
references/lilToon/Details/02_Lighting_Shadows.mdreferences/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/UnityChanToonShaderVer2/Details/01_DoubleShade.mdreferences/ToonShadingCollection/Details/09_Lighting_Shadows.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效果。(SToon、Poiyomi、RToon支持)
references/PoiyomiShaders/Details/02_Lighting_Shadows.md
- 阴影纹理(ShadowT):专门在阴影区域应用图案(如排线或半色调)。(RToon、SToon支持)
references/RToon/Details/02_ShadowT.md
- 阴影等级贴图:使用灰度图逐像素控制阴影阈值,实现自然的阴影形状。(UTS2支持)
references/UnityChanToonShaderVer2/Details/02_ShadingGradeMap.md
- 位置贴图:将阴影固定在特定区域(如下巴下方),不受光照方向影响。(UTS2支持)
references/UnityChanToonShaderVer2/Details/01_DoubleShade.md
- 环境光遮蔽(AO):在缝隙和角落添加柔和阴影,增强画面深度。(Poiyomi、SToon、lilToon支持)
references/lilToon/Details/02_Lighting_Shadows.mdreferences/PoiyomiShaders/Details/02_Lighting_Shadows.md
- 赛璐璐着色/硬阴影:使用硬边缘 cutoff 实现赛璐璐风格的阴影效果。(RToon、SToon支持)
references/RToon/Details/01_Core_Shading.mdreferences/SToon/Details/01_Core_Shading.md
- 漫反射扭曲:扭曲阴影边界,实现不规则的手绘风格阴影边缘。(SToon支持)
references/SToon/Details/05_Artistic_Controls.md
- 法线贴图:无需修改几何体即可添加表面细节和深度。(所有着色器支持)
references/PoiyomiShaders/Details/01_Base_Main.md
- 细节贴图:使用二级纹理添加高频表面细节。(Poiyomi、lilToon支持)
references/PoiyomiShaders/Details/02_Lighting_Shadows.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支持)
references/lilToon/Details/01_Base_Main.md
- 贴花:在主表面上应用类似贴纸的纹理,支持独立变换。(Poiyomi、lilToon支持)
references/lilToon/Details/01_Base_Main.md
- Alpha遮罩:使用遮罩纹理控制透明度或限制特定功能的应用区域。(lilToon、Poiyomi支持)
references/lilToon/Details/01_Base_Main.md
- RGB遮罩:使用RGBA遮罩重新为网格的特定部分着色。(Poiyomi支持)
references/PoiyomiShaders/Details/01_Base_Main.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支持)
references/RToon/Details/06_Advanced_Features.md
2. Surface & Reflections
2. 表面与反射效果
- Specular / HighColor: Adds stylized highlights to the surface, often with masking or cartoon shapes. (All)
references/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/ToonShadingCollection/Details/04_Specular.mdreferences/SToon/Details/04_Specular_Rim.mdreferences/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.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/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.mdreferences/SToon/Details/04_Specular_Rim.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/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.mdreferences/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.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/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
- 高光/高亮颜色:为表面添加风格化高光,通常支持遮罩或卡通形状。(所有着色器支持)
references/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/ToonShadingCollection/Details/04_Specular.mdreferences/SToon/Details/04_Specular_Rim.mdreferences/RToon/Details/05_Gloss_Rim.md
- MatCap(材质捕获):使用球形纹理模拟复杂的光照和反射效果(如金属或头发光泽)。(所有着色器支持)
references/RToon/Details/04_MatCap_Reflection.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- 相机滚动稳定器:即使相机倾斜,也能保持MatCap反射效果垂直。(UTS2支持)
references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- 边缘光:基于视角(菲涅尔效应)为模型边缘添加高光。(所有着色器支持)
references/RToon/Details/05_Gloss_Rim.mdreferences/SToon/Details/04_Specular_Rim.mdreferences/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.md
- 背光:模拟从物体后方照射的光线,增强轮廓或在阴影侧添加边缘光。(lilToon、SToon、UTS2支持)
references/lilToon/Details/02_Lighting_Shadows.mdreferences/SToon/Details/04_Specular_Rim.md
- 阴影侧边缘光/对向边缘光:专门在物体的阴影侧添加边缘光。(UTS2支持)
references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- 侧面高光:在物体侧面添加特定高光,增强体积感。(SToon支持)
references/SToon/Details/04_Specular_Rim.md
- 各向异性高光:为头发或拉丝金属表面添加的特殊高光效果。(lilToon、Poiyomi、SToon支持)
references/lilToon/Details/03_Surface_Reflections.mdreferences/PoiyomiShaders/Details/03_Surface_Reflections.mdreferences/ToonShadingCollection/Details/04_Specular.md
- 清漆层:在材质表面添加额外的光泽层,实现 varnished 效果。(Poiyomi支持)
references/PoiyomiShaders/Details/03_Surface_Reflections.md
- 模拟反射:使用静态纹理代替反射探针实现风格化的反射控制。(RToon支持)
references/RToon/Details/04_MatCap_Reflection.md
- 环境/反射:使用立方体贴图或反射探针配置环境反射效果。(所有着色器支持)
references/ToonShadingCollection/Details/05_Environment.md
- *彩虹色/颜色偏移:根据视角或时间改变颜色。(UTS2、Poiyomi支持)
references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- 次表面散射(SSS):模拟光线穿透半透明表面(如皮肤)的效果。(Poiyomi支持)
references/PoiyomiShaders/Details/02_Lighting_Shadows.md
3. Outline & Edge Detection
3. 轮廓与边缘检测
- Outline (Inverted Hull): Creates outlines by extruding back-facing vertices; widely used for character outlines. (All)
references/lilToon/Details/08_Outline.mdreferences/PoiyomiShaders/Details/05_Outline.mdreferences/RToon/Details/03_Outline.mdreferences/UnityChanToonShaderVer2/Details/03_Outline.mdreferences/ToonShadingCollection/Details/02_Outline.md
- Stylized Outline: Noise, Sketchy, Hand-drawn look.
references/SToon/Details/02_Outline.mdreferences/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
- 轮廓描边(反向 hull 算法):通过挤出背面顶点创建轮廓,广泛应用于角色轮廓描边。(所有着色器支持)
references/lilToon/Details/08_Outline.mdreferences/PoiyomiShaders/Details/05_Outline.mdreferences/RToon/Details/03_Outline.mdreferences/UnityChanToonShaderVer2/Details/03_Outline.mdreferences/ToonShadingCollection/Details/02_Outline.md
- 风格化轮廓:噪点、手绘、草图风格的轮廓效果。
references/SToon/Details/02_Outline.mdreferences/RToon/Details/03_Outline.md
- 烘焙法线轮廓:使用平滑法线贴图创建轮廓,避免硬边缘处的断裂。(UTS2支持)
references/UnityChanToonShaderVer2/Details/03_Outline.md
4. Special Effects & VFX
4. 特殊效果与视觉特效
- Emission / Glow: Makes specific parts of the model glow, often with animation support. (lilToon, Poiyomi, UTS2)
references/lilToon/Details/04_Special_Effects.mdreferences/PoiyomiShaders/Details/04_Special_Effects.mdreferences/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.mdreferences/lilToon/Details/04_Special_Effects.md
- Halftone Overlay: Applies a comic-book style dot pattern over the model. (SToon)
references/SToon/Details/03_Overlays.mdreferences/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.mdreferences/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.mdreferences/SToon/Details/05_Artistic_Controls.md
- 自发光/Glow效果:使模型的特定部分发光,通常支持动画。(lilToon、Poiyomi、UTS2支持)
references/lilToon/Details/04_Special_Effects.mdreferences/PoiyomiShaders/Details/04_Special_Effects.mdreferences/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- 溶解效果:使用噪点图案逐渐使模型透明,通常带有发光边缘。(lilToon、Poiyomi支持)
references/PoiyomiShaders/Details/04_Special_Effects.mdreferences/lilToon/Details/04_Special_Effects.md
- 半色调叠加:在模型上应用漫画风格的网点图案。(SToon支持)
references/SToon/Details/03_Overlays.mdreferences/ToonShadingCollection/Details/08_PostProcessing.md
- 排线阴影:使用线条图案代替纯色填充阴影,通常支持多层叠加。(SToon、RToon支持)
references/SToon/Details/03_Overlays.md
- 草图/纸张纹理叠加:应用纸张纹理或草图线条,实现手绘风格。(SToon支持)
references/SToon/Details/03_Overlays.md
- 闪光效果:为表面添加程序化的闪烁效果。(lilToon支持)
references/lilToon/Details/04_Special_Effects.md
- AudioLink:响应音乐/音频实现动态效果,如脉冲发光、颜色变化或顶点 glitch。(lilToon、Poiyomi支持)
references/lilToon/Details/05_Advanced.mdreferences/PoiyomiShaders/Details/04_Special_Effects.md
- 视差遮挡映射:根据视角偏移UV,模拟纹理的深度效果。(lilToon支持)
references/lilToon/Details/04_Special_Effects.md
- 顶点变形:扭曲网格几何体(如 glitch 效果、圆角、缩放)。(Poiyomi、SToon支持)
references/PoiyomiShaders/Details/01_Base_Main.md
- 动画与运动效果:UV动画、顶点动画和拖影帧的实现技术。(ToonShadingCollection支持)
references/ToonShadingCollection/Details/10_Animation_VFX.md
- 折射/宝石效果:模拟光线穿过透明材料(如宝石或眼睛)的折射效果。(lilToon支持)
references/lilToon/Details/07_Variant_Features.md
- UV动画:滚动或旋转纹理,实现流水或科技界面等效果。(SToon、lilToon、UTS2支持)
references/lilToon/Details/01_Base_Main.mdreferences/SToon/Details/05_Artistic_Controls.md
5. Advanced & Pipeline
5. 高级功能与工作流
- Culling / Stencil / Clipping: Controls face culling and stencil buffer operations for advanced rendering effects. (lilToon, UTS2)
references/lilToon/Details/05_Advanced.mdreferences/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.mdreferences/ToonShadingCollection/Details/11_Modeling_Pipeline.md
- Art Styles & Theory: Analysis of different art styles and PBR stylization techniques. (ToonShadingCollection)
references/ToonShadingCollection/Details/01_ArtStyles.mdreferences/ToonShadingCollection/Details/06_PBR_Stylization.md
- 剔除/模板/裁剪:控制面剔除和模板缓冲区操作,实现高级渲染效果。(lilToon、UTS2支持)
references/lilToon/Details/05_Advanced.mdreferences/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- 模板遮罩:使用模板缓冲区实现“眉毛透过头发可见”等效果。(lilToon、UTS2支持)
references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.md
- 背面渲染:为多边形背面提供专门的渲染设置。(Poiyomi支持)
references/lilToon/Details/01_Base_Main.md
- 距离淡出/近距淡出:根据相机距离使物体或轮廓描边淡出,避免遮挡视线。(lilToon、RToon、UTS2支持)
references/RToon/Details/06_Advanced_Features.md
- 曲面细分:动态细分几何体,实现更平滑的曲线。(lilToon支持)
references/lilToon/Details/07_Variant_Features.md
- 变体与优化:使用着色器变体(Lite、Multi)和优化模型的指南。(lilToon、ToonShadingCollection支持)
references/lilToon/Details/06_Variants.mdreferences/ToonShadingCollection/Details/11_Modeling_Pipeline.md
- 艺术风格与理论:不同艺术风格的分析和PBR风格化技术。(ToonShadingCollection支持)
references/ToonShadingCollection/Details/01_ArtStyles.mdreferences/ToonShadingCollection/Details/06_PBR_Stylization.md
6. Special Objects (Material Specific)
6. 特殊物体(材质专用)
- Hair (Angel Ring): Creates a fixed highlight halo on hair. (UTS2)
references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.mdreferences/ToonShadingCollection/Details/04_Specular.md
- Eyes: Specialized rendering for eyes including parallax, refraction, and stencil masking. (lilToon, UTS2)
references/lilToon/Details/07_Variant_Features.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- Skin: Simulates subsurface scattering and soft shading for skin. (Poiyomi, UTS2)
references/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- Fur: Simulates fur using multi-layer rendering. (lilToon)
references/lilToon/Details/07_Variant_Features.md
- 头发(天使环高光):为头发创建固定的高光光环。(UTS2支持)
references/UnityChanToonShaderVer2/Details/04_SpecialFeatures.mdreferences/ToonShadingCollection/Details/04_Specular.md
- 眼睛:眼睛的专用渲染设置,包括视差、折射和模板遮罩。(lilToon、UTS2支持)
references/lilToon/Details/07_Variant_Features.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- 皮肤:模拟次表面散射和柔和阴影,实现皮肤渲染。(Poiyomi、UTS2支持)
references/PoiyomiShaders/Details/02_Lighting_Shadows.mdreferences/ToonShadingCollection/Details/07_Stylized_Features.md
- 毛发:使用多层渲染模拟毛发效果。(lilToon支持)
references/lilToon/Details/07_Variant_Features.md
Details Features Document
详细功能文档
references/lilToon/Features.mdreferences/PoiyomiShaders/Features.mdreferences/SToon/Features.mdreferences/RToon/Features.mdreferences/UnityChanToonShaderVer2/Features.mdreferences/ToonShadingCollection/Features.md
references/lilToon/Features.mdreferences/PoiyomiShaders/Features.mdreferences/SToon/Features.mdreferences/RToon/Features.mdreferences/UnityChanToonShaderVer2/Features.mdreferences/ToonShadingCollection/Features.md