| name | toon-shading |
| description | Help developers use ToonLab character toon shading, toon settings, presets, material roles, outlines, shadows, highlights, fur, or stickers. |
Toon Shading
Use this skill when a developer wants ToonLab character toon materials, toon
settings, preset documents, material-role handling, outlines, hair highlights,
rim light, shadows, stickers, glitter, fur, or debug views in their app.
Public imports:
@call-me-sensei/toonlab/toon
@call-me-sensei/toonlab/toon-settings
Read first:
agents/references/anime-art-direction.md
agents/references/style-bundles.md
agents/references/runtime-entry-points.md
Developer guidance:
- Apply toon shading to app-owned Three.js character roots and meshes.
- The host app owns character loading, animation, input, camera, persistence,
and asset URLs.
- The optional CC0 qualification mannequin is not bundled in npm. Load the
immutable public-R2 URL and provenance from
TOONLAB_MANNEQUIN_ASSET in
@call-me-sensei/toonlab/character, or use the host project's own mannequin.
Never substitute a repository public/characters/mannequin.glb path when
testing an installed package. After downloading, verify its byte count,
SHA-256, and 46 clips before applying the toon shader.
- Use settings and preset documents for portable looks instead of lab HUD
state.
- Use ToonLab's TSL/NodeMaterial path; do not advise raw GLSL or
ShaderMaterial forks for ToonLab toon features.
- Do not rely on
assets-local/ or lab-only model discovery.
Verify:
- Run the consumer app's normal build and inspect the character under at least
one lit and one shadowed view.
- Record
applyToonShader()'s converted mesh count, material-role summary,
shader mode, and selected preset. A loaded GLB is not proof that cel shading
was applied.
- Toggle the relevant setting or preset to confirm the app is not hard-coded to
lab defaults.