stylized-renderinglisted
Install: claude install-skill Firzus/agent-skills
# Stylized Rendering (NPR / cel-shaded)
Build the stylized look of a character-action game in the **anime-cel
lineage**. Primary references (all with public tech talks or well-documented
reverse-engineering): **Guilty Gear Xrd** (Arc System Works, GDC 2015 — the
canonical primary source), **Genshin Impact** / **Honkai: Star Rail** (miHoYo,
GDC 2021 + community RE), **Hi-Fi Rush** (Tango, GDC 2024 — documents the SDF
face method), **Zelda BotW** (Nintendo, GDC 2017 — painterly anti-cel),
**Team Fortress 2** (Valve, NPAR 2007 — half-lambert, warm/cool shadows).
A stylized look is **art direction expressed through shading math, then frozen
into authored data**: ramps, channel-packed control maps, smoothed normals,
SDF face maps, hand-edited vertex normals. The renderer is the cheap part — the
look lives in the authored maps. Plan the **art pipeline**, not just the shader.
Excluded (separate skills): web/React screen-space shaders (`shaders`), full-
site palette extraction (`extract-theme`), in-engine VFX/particles, animation.
Engine-wide practice: `unity` / `ue5-aaa-best-practices`.
## Pick your art-direction pole first
Every threshold, band count, ramp, and outline width descends from one upstream
choice — where you sit on the **flat-graphic ↔ lit-dimensional** dial. Decide
it before writing a line of shader:
| Dial | Flat-graphic (Guilty Gear Xrd) | Lit-dimensional (Genshin, HSR) | Painterly (BotW) |
| --- | --- | --- | --- |
| Bands | 2 (near-binary) | 2–3 + outer shado