01
Recommended Path
Pick a visual target
Open a recipe
Identify reused blocks
Read core pack
Check production note
Build clean instance
If you want to build something now
Start with a recipe such as Magic Energy or Portal / Vortex. Recipes show the final material behavior and the minimum blocks needed to reproduce it.
If you want to make the library scalable
Start with Core Packs. They define the reusable material functions that keep repeated effects from turning into isolated prototype graphs.
02
Library Architecture
Foundation
Core Packs
Reusable building blocks: UV motion, masks, edge response, distortion, color, emission, and runtime control.
Lookdev
Style Direction
Visual language pages across stylized, anime, cel shader, semi-realistic, and realistic material families.
Execution
Recipes
Buildable effects with graph order, HLSL equivalent, artist controls, and production caveats.
Support
Production Notes
Problem-driven pages for issues that are too specific to live inside a single visual recipe.
03
Core Packs
Core PackUV Motion PackReusable UV animation logic for panners, rotation, polar flow, directional streaks, and time-based pulses.
Core PackMask Shaping PackReusable shaping logic for thresholds, smoothstep masks, radial masks, sphere masks, and controllable edge bands.
Core PackEdge Response PackView and contact response logic for Fresnel, rim light, depth fade, intersection highlights, and edge shaping.
Core PackDistortion PackReusable distortion logic for heat wobble, radial pull, screen-space offsets, layered refraction, and masked distortion.
Core PackColor + Emission PackReusable color and emission logic for gradient remaps, edge color, emissive boost, and controlled glow hierarchy.
Core PackRuntime Control PackRuntime authoring patterns for Dynamic Material Instances, Material Parameter Collections, Niagara parameters, and variation control.
04
Style Direction
Scope: this lane is not only for anime or cel shading. Current pages start with anime/cel because that look needs strict control,
but the same structure should expand into stylized, semi-realistic, and realistic material families.
Style RoadmapStylized-first, multi-stylePlanned style families: stylized, anime, cel shader, semi-realistic, and realistic. Use one taxonomy so the library does not split into unrelated notebooks.
Style LaneStylizedThe default production bias: readable shapes, authored masks, grouped values, and strong art direction.
Style LaneSemi-RealisticThe bridge between stylized readability and believable surface response.
Style LaneRealisticPBR discipline, correct scale, packed maps, and predictable lighting response.
Current StyleAnime / Cel Shader BaseThe current style sample for clean cel bands, controlled shadow color, readable silhouettes, and scalable character shading.
Style DirectionAnime Skin ShaderSkin shading notes for soft anime skin, clean shadow hue, restrained specular, and readable face lighting.
Style DirectionAnime Hair ShaderHair shading notes for flow-based highlights, shadow bands, rim separation, and readable hair silhouette.
Style DirectionAnime Eye HighlightEye material notes for iris gradients, upper shadow, catch light, highlight hierarchy, and clean stylized readability.
05
Recipes
Stylized VFXEffects that need readable motion, strong masks, and clear emission hierarchy.
7 recipes
Magic EnergyUV motion, noise, color remap, alpha shaping, emission.
Erosion / DissolveThreshold, edge band, alpha clip, soft fade, burn edge.
Shield / Force FieldFresnel shell, hit masks, radial falloff, distortion, glow.
Portal / VortexRadial mask, polar UVs, swirl motion, rim glow.
HologramScanlines, view response, breakup, electronic color.
Ground RuneCircular masks, pulse rings, symbols, emission timing.
Energy BeamStretched UVs, core masks, edge falloff, traveling noise.
Stylized SurfacesReadable material looks where shape language matters more than strict realism.
5 recipes
Fire / HeatVertical flow, flame masks, emissive color, heat wobble.
Stylized WaterDepth color, ripple motion, shore foam, sparkle control.
Ice / FrostCold gradients, cracks, edge whitening, internal breakup.
Lava / MagmaCrust masks, hot crack ramps, slow flow, emissive depth.
Glass / CrystalSilhouette fresnel, tint, roughness variation, refraction.
Environment + RealisticGrounded materials for terrain, weather response, and PBR-safe surfaces.
3 recipes
Wet Surface / RainSurface darkening, roughness shift, puddles, rain ripples.
Terrain Layer BlendHeight masks, slope rules, macro variation, layer order.
Realistic PBRAlbedo, roughness, normal, metalness, packed masks.
Character LookdevCharacter-facing materials and style rules that affect faces, skin, and silhouettes.
3 entries
07
Build Rules
Document the decision, not just the node
Each page should explain why the graph is built that way, what tradeoff it accepts, and when the approach breaks down.
Separate artist controls from internal logic
Material Instances should expose decisions artists actually make. Internal math should remain readable but not noisy.