Toon Soft Anime
Multi-layered anime shading with soft shadow roll-off, rim lighting, and responsive cel outline.
View documentation โ130 looping captures recorded from the FireRatShader demo scenes. Stills load first so the page stays fast. Hover or tap a card to play it, or turn on Play all.
Curated materials: toon and anime shading, PBR metals, retro PS1, shell fur, holograms and sci-fi effects, captured as looping 360ยฐ turntables.
Multi-layered anime shading with soft shadow roll-off, rim lighting, and responsive cel outline.
View documentation โHigh-contrast classic cel-shading with sharp step thresholds and normal map detail.
View documentation โCustom 1D ramp texture shading paired with fabric normal mapping and plaid texturing.
View documentation โDynamic sparkling glitter specks overlaid on soft cel anime shading.
View documentation โCalibrated anime skin tones with warm shadow tinting and gentle diffuse wrap.
View documentation โPulsing sci-fi circuit board traces with emission masks and audio-reactivity support.
View documentation โScrolling neon grid lines across a dark hull with cyan edge outlines and rim glow.
View documentation โAnimated organic Voronoi cellular pattern generated in real-time on GPU.
View documentation โDynamic burning dissolve transition with glowing fiery edge borders.
View documentation โMulti-pass shell fur with depth darkening, strand thinning, and wind physics.
View documentation โHigh-specular stylized latex with sharp reflections and deep saturated color.
View documentation โFull PBR material with metallic-gloss, ambient occlusion, and normal maps.
View documentation โRough metallic gold surface with micro-hammered normal indentations.
View documentation โReptilian iridescent scales with dual-tone rim light and specular highlights.
View documentation โSubtle pearlescent sheen with shifting optical interference and glossiness.
View documentation โMirror-like chrome reflection captured via lightweight MatCap sphere mapping.
View documentation โParallax rotating starfield and nebula projected deep inside the geometry.
View documentation โTranslucent projected holographic mesh with animated scanlines and flicker.
View documentation โSoft glowing spirit appearance utilizing inverted Fresnel transparency.
View documentation โAuthentic 90s console vertex jitter, affine texture warping, and pixel snap.
View documentation โReal-time spectrum, waveform and oscilloscope visualizers plus audio-reactive materials, captured at 128 BPM over a 4-bar loop.
128-column discrete frequency bar spectrum with integrated stereo peak-hold VU meter caps.
View documentation โDual-trace falling peaks powered by the GPU Temporal Buffer Custom Render Texture.
View documentation โContinuous high-resolution cubic frequency curve with AudioLink theme gradient coloring.
View documentation โFiltered frequency curve with held peak memory envelopes across musical bars.
View documentation โ360-degree polar equalizer display projecting frequency bands outward in a circular dial.
View documentation โUltra-smooth polar frequency dial with CRT-backed persistence damping.
View documentation โ3D rolling frequency spectrogram scrolling history backwards in real time.
View documentation โTime-domain raw audio waveform oscilloscope visualizing instantaneous sound pressure.
View documentation โStabilized CRT oscilloscope trajectory removing high-frequency phase flicker.
View documentation โDual-channel oscilloscope displaying Left and Right stereo waveforms simultaneously.
View documentation โLow-noise stereo split scope utilizing persistent temporal accumulation.
View documentation โCircular time-domain audio trace mapped to polar coordinates for rings.
View documentation โDamped polar audio orbit eliminating transient jaggedness.
View documentation โX-Y phase trajectory plotting Left channel against Right channel in harmonic figures.
View documentation โZero-crossing synchronized oscilloscope locking the waveform phase in place.
View documentation โAnalog-styled dual VU volume bars tracking Root Mean Square loudness.
View documentation โHorizontal ribbon trail undulating with incoming audio amplitude.
View documentation โSurface mesh height field extruded directly by raw audio waveform values.
View documentation โScrolling historical record of Bass, Low-Mid, High-Mid, and Treble band energy.
View documentation โGlow intensity modulated in real time by Bass frequency band amplitude.
View documentation โExpanding spherical emission pulse triggered on heavy kick drum hits.
View documentation โStrobe blink effect triggered by rhythmic low-frequency transients.
View documentation โInverted hull outline thickness expanding outward dynamically on beat hits.
View documentation โFresnel rim highlight flashing on sharp treble, cymbals, and hi-hats.
View documentation โEdge transparency dissolving dynamically on crisp high frequencies.
View documentation โOrganic vertex inflation expanding the mesh geometry on heavy bass drops.
View documentation โGeometric pinch collapsing vertices toward the pivot on the beat.
View documentation โConcentric vertex shockwaves expanding outward on kick drum transients.
View documentation โDeterministic Chrono ripple expansion phase-locked to 128 BPM music tempo.
View documentation โTempo-synchronized dissolve sweep cycling cleanly with musical bars.
View documentation โThreshold clipping driven dynamically by vocal and synth energy.
View documentation โContinuous color wheel rotation mathematically locked to musical quarter notes.
View documentation โHue shift rate accelerating on energetic musical phrasing.
View documentation โGeometric wireframe lattice lighting up on powerful sub-bass thumps.
View documentation โAudioLink ColorChord musical note detection coloring the grid.
View documentation โChromatic aberration and slice displacement triggered by bass drops.
View documentation โExplosive glitter sparkles bursting on snare and synth chords.
View documentation โProcedural shader pattern density and scale reacting to music.
View documentation โAudioLink 4-color world palette cycling across the material.
View documentation โChronological temporal delay creating flowing ripples of energy.
View documentation โVRChat world theme color integration overriding material tint.
View documentation โVertex distortions, dissolves and wipes, glitch modes, vertex collapse, scanlines and proximity glow.
Directional linear wave dissolve with calibrated height offset.
View documentation โSpherical radial dissolve expanding from the object center.
View documentation โDigital pixelated glitch dissolve with square block density scaling.
View documentation โClean geometric plane wipe slicing through geometry with hard edge.
View documentation โSmooth geometric implosion pulling vertices down to the local origin.
View documentation โHarmonic vertical sine wave distortion flowing smoothly across vertices.
View documentation โConcentric radial wave ripples radiating outward from vertex center.
View documentation โPeriodic angular vortex swirl twisting geometry in alternating directions.
View documentation โHeight-dependent rotational twist rotating the top pole relative to base.
View documentation โHarmonic breathing scale pulse expanding and contracting vertices.
View documentation โTri-axis harmonic wobble displacing X, Y, and Z vertices synchronously.
View documentation โHigh-speed funnel vortex pulling vertices into an energetic spiral.
View documentation โProcedural 3D noise turbulence perturbing vertex normals continuously.
View documentation โStochastic noise flicker disrupting the surface shading randomly.
View documentation โRhythmic strobe glitch flashing light intensity across the model.
View documentation โSmooth CRT cathode scanline bands scrolling down the object.
View documentation โQuantized block noise mosaic segmenting the surface into digital patches.
View documentation โChromatic RGB channel separation tearing colors across object space.
View documentation โHigh-frequency electromagnetic signal interference bands.
View documentation โExtreme digital broadcast dropout with severe chromatic distortion.
View documentation โDepth-buffer contact highlight glowing brilliantly where surfaces intersect.
View documentation โDynamic camera proximity fade activating vivid cyan glow as you approach.
View documentation โScreen or UV space resolution downsampling creating retro pixel art.
View documentation โHigh-fidelity analog television scanlines with phosphorus glow.
View documentation โEvery raymarched 3D fractal rotating 360ยฐ, plus crystal refraction, rainbow glitter, deep-space galaxy and thin-film iridescence.
Refractive internal noise scattering with chromatic dispersion and rim highlight.
View documentation โMulti-layered depth parallax starfield with celestial rotation inside the ball.
View documentation โDynamic cubemap reflection rotating smoothly across metallic surface.
View documentation โSeamless tri-planar texture projection with blended normals and zero UV seams.
View documentation โSpherical MatCap shading blended via multiply for fast stylized highlights.
View documentation โThin-film interference displaying shifting rainbow hues as view angle sweeps.
View documentation โFaceted star glitter specks sparkling with full spectrum rainbow dispersion.
View documentation โHypnotic animated color-wheel cycling with continuous hue rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โ3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.
View documentation โA sun orbit sweeps across Unlit, Basic, Toon, PBR, subsurface jade, anisotropic metal, clear coat and hair specular.
Pure flat albedo shading unaffected by scene lighting or shadows. Zero GPU lighting overhead.
View documentation โLightweight Lambertian diffuse lighting with directional and ambient illumination.
View documentation โCrisp stepped lighting bands with customizable threshold, hardness, and shadow tint.
View documentation โHybrid stylized physically based rendering combining cel bands with roughness highlights.
View documentation โFull Disney GGX standard physically based lighting matching Unity Standard & URP Lit.
View documentation โClassic two-band anime shading splitting illuminated surface from shadow.
View documentation โThree-step shading adding an intermediate midtone between highlight and shadow.
View documentation โRich 4-tier shading featuring specular highlight, base tone, midtone, and deep shadow.
View documentation โ1D artist-authored ramp texture mapping diffuse light to complex color gradients.
View documentation โDiffuse light wrap simulation softening shadow edges to emulate subsurface skin scattering.
View documentation โToon cel shading combined with environmental reflection probes and fresnel glaze.
View documentation โQuantized toon specular highlight with sharp perimeter thresholding.
View documentation โSimulated translucent subsurface scattering with backlit transmission and colored scatter.
View documentation โDual-layer automotive clear coat lacquer with secondary specular reflection lobe.
View documentation โDirectional specular reflection stretched along tangent vectors like brushed steel.
View documentation โDouble-shifted specular highlight formulation calibrated for strand and hair geometry.
View documentation โIndependent light vector override maintaining artistic lighting regardless of scene sun.
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