The 15 live ToonLab Labs
Each Lab owns one focused, portable artifact. Preview cameras, lighting, stages, playback, weather, and comparison helpers are not saved unless the Lab explicitly says otherwise. Use Help → Documentation inside any editor to return directly to its section below.
list_live_labs, then get_lab_features for the exhaustive field schema, document discriminator, starter, mutations, outputs, and preview boundary.| Lab | Saved artifact | Runtime |
|---|---|---|
| Character & Creature Shader Lab | toon-preset | @call-me-sensei/toonlab/toon |
| Tree Shader Lab | vegetation-shader-preset | @call-me-sensei/toonlab/vegetation-shaders |
| Grass Shader Lab | vegetation-shader-preset | @call-me-sensei/toonlab/vegetation-shaders |
| Flower Shader Lab | vegetation-shader-preset | @call-me-sensei/toonlab/vegetation-shaders |
| Rock & Geology Shader Lab | rock-shader-preset | @call-me-sensei/toonlab/rock-shader |
| Terrain & Ground Shader Lab | ground-shader-preset | @call-me-sensei/toonlab/ground-shader |
| Manufactured Surface Shader Lab | manufactured-surface-profile | @call-me-sensei/toonlab/environment |
| Water & Liquid Shader Lab | water-preset | @call-me-sensei/toonlab/water |
| Sky Shader Lab | sky-params | @call-me-sensei/toonlab/sky |
| Cloud Shader Lab | sky-params | @call-me-sensei/toonlab/cloud |
| Sky & Cloud Lab | sky-params | @call-me-sensei/toonlab/sky |
| Rock & Cliff Generation Lab | rock-project | @call-me-sensei/toonlab/rockgen |
| Tree & Shrub Generation Lab | tree-recipe | @call-me-sensei/toonlab/vegetation |
| Grass & Groundcover Generation Lab | grass-preset | @call-me-sensei/toonlab/vegetation |
| Texture & Material Map Generation Lab | texture-recipe | @call-me-sensei/toonlab/texgen |
Character & Creature Shader Lab
Author the reusable character and creature surface treatment applied to semantically classified materials.
Saved artifact: Toon material profile — toon-preset
Runtime: @call-me-sensei/toonlab/toon
Recommended workflow
- Choose or import a representative character.
- Tune the shared treatment and inspect every important material role.
- Save the toon preset, then assign it to the character slot of a Style Bundle.
Editable controls
- cel bands and ramps
- base texture policy
- skin, face, eyes, hair, cloth, fur, and equipment roles
- rim, specular, highlights, glitter, alpha, outlines, and scene-shadow response
Preview-only state
preview model, pose, camera, lighting, and background. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: toon-shading.md, styles-and-bundles.md
Tree Shader Lab
Define the reusable material treatment for leaves, needles, canopies, bark, trunks, and branches.
Saved artifact: Tree shader profile — vegetation-shader-preset
Runtime: @call-me-sensei/toonlab/vegetation-shaders
Recommended workflow
- Inspect the treatment on broadleaf, needle, bark, and branch samples.
- Tune foliage and woody scopes independently.
- Save the tree shader profile and assign it to the tree Style Bundle slot.
Editable controls
- canopy and leaf color response
- thin-surface transmission
- bark and woody lighting
- wind, seasonal, weather, distance, and shadow response
Preview-only state
preview species, camera, time, lighting, and wind scene. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: vegetation-sky.md, styles-and-bundles.md
Grass Shader Lab
Define the reusable material treatment for blades and thin groundcover surfaces.
Saved artifact: Grass shader profile — vegetation-shader-preset
Runtime: @call-me-sensei/toonlab/vegetation-shaders
Recommended workflow
- Inspect isolated blades and a dense field.
- Tune color, lighting, motion response, and distance behavior.
- Save the grass shader profile and assign it to the grass Style Bundle slot.
Editable controls
- root-to-tip gradients
- blade lighting and transmission
- dense-field shading
- wind sheen, bending, interaction, weather, distance, and shadow response
Preview-only state
preview field layout, camera, time, lighting, wind, and interaction probe. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: vegetation-sky.md, styles-and-bundles.md
Flower Shader Lab
Define the reusable material treatment for petals, flower centers, leaves, and herbaceous stems.
Saved artifact: Flower shader profile — vegetation-shader-preset
Runtime: @call-me-sensei/toonlab/vegetation-shaders
Recommended workflow
- Inspect several petal and flower-center structures.
- Tune petal, center, leaf, and stem scopes.
- Save the flower shader profile and assign it to the flower Style Bundle slot.
Editable controls
- petal, center, leaf, and stem palettes
- cup and thin-surface shading
- transmission and highlights
- wind, weather, distance, and shadow response
Preview-only state
preview species, layout, camera, lighting, time, and wind. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: vegetation-sky.md, styles-and-bundles.md
Rock & Geology Shader Lab
Author a geology treatment independently from the shape of any particular rock asset.
Saved artifact: Rock shader profile — rock-shader-preset
Runtime: @call-me-sensei/toonlab/rock-shader
Recommended workflow
- Inspect the material on multiple silhouettes and scales.
- Build the base geology, optional layers, and distance response.
- Save the rock shader profile and assign it to the rock Style Bundle slot.
Editable controls
- world-space projection and source-albedo policy
- base geology, striping, veins, stains, moss, lichen, grass, sand, and snow layers
- normal, roughness, distance, weather, and shadow response
Preview-only state
preview rock meshes, camera, lighting, time, and weather state. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: rock-shader.md, styles-and-bundles.md
Terrain & Ground Shader Lab
Author the reusable surface treatment for host-owned terrain and ground meshes.
Saved artifact: Ground shader profile — ground-shader-preset
Runtime: @call-me-sensei/toonlab/ground-shader
Recommended workflow
- Inspect flat, sloped, elevated, path, wet, and snowy areas.
- Tune material layers and the shared ground-field response.
- Save the ground shader profile and assign it to the ground Style Bundle slot.
Editable controls
- terrain splat and authored texture layers
- height and slope masks
- paths and prints
- wetness, puddles, snow, macro/micro detail, ground-field output, distance, and shadows
Preview-only state
preview terrain shape, paths, prints, camera, lighting, time, and weather. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: ground-shader.md, styles-and-bundles.md
Manufactured Surface Shader Lab
Author semantic material treatments for props, architecture, equipment, and vehicles while preserving authored maps.
Saved artifact: Manufactured-surface profile — manufactured-surface-profile
Runtime: @call-me-sensei/toonlab/environment
Recommended workflow
- Load a representative multi-material asset.
- Classify materials by semantic role and compare source PBR with the stylized result.
- Save the profile and assign it to the manufactured-surface Style Bundle slot.
Editable controls
- wood, paint, metal, plastic, ceramic, masonry, fabric, glass-like, emissive, and decal roles
- source-map retention
- wear, edge, roughness, reflection, distance, and lighting response
Preview-only state
preview prop, architecture, vehicle, camera, lighting, and comparison stage. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: environment.md, urban-prop-surface-roles.md, styles-and-bundles.md
Water & Liquid Shader Lab
Author reusable liquid rendering and simulation response independently from host-owned waterbody layout.
Saved artifact: Water shader/style profile — water-preset
Runtime: @call-me-sensei/toonlab/water
Recommended workflow
- Inspect open water, shore, breaker, rainfall, and underwater views.
- Tune the surface, nearshore, interaction, underwater, and quality groups.
- Save the water preset and assign it to the water Style Bundle slot.
Editable controls
- surface color, opacity, and absorption
- waves, ripples, currents, foam, breakers, shore state, and rain response
- reflections, refraction, caustics, underwater optics, vegetation, and quality
Preview-only state
waterbody footprint, shore geometry, bed geometry, camera, lighting, time, weather, and interaction probes. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: water.md, styles-and-bundles.md
Sky Shader Lab
Author the reusable visual sky treatment without baking in the current time, weather, or scene scale.
Saved artifact: Sky parameter document — sky-params
Runtime: @call-me-sensei/toonlab/sky
Recommended workflow
- Inspect daylight, horizon, sunset, night, moon, and star conditions.
- Tune the authored sky blocks and quality behavior.
- Save the sky parameters and assign the sky treatment to a Style Bundle.
Editable controls
- sky gradients and atmospheric scattering
- sun, moon, stars, night sky, and god rays
- exposure, time response, style snapshots, and quality
Preview-only state
current time, camera, scene lighting, weather, cloud state, and comparison layout. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: sky.md, styles-and-bundles.md
Cloud Shader Lab
Author the reusable volumetric cloud treatment independently from the current sky and atmospheric condition.
Saved artifact: Cloud parameter document — sky-params
Runtime: @call-me-sensei/toonlab/cloud
Recommended workflow
- Inspect cumulus, stratus, layered, backlit, and distant conditions.
- Tune shape, erosion, density, lighting, motion, shadow, and quality blocks.
- Save the cloud parameters and assign the cloud treatment to a Style Bundle.
Editable controls
- placement-independent cloud shape
- base and erosion noise
- density, edges, undersides, white tops, lighting, wind response, shadows, reprojection, and quality
Preview-only state
cloud placement, current weather, time, camera, lighting, and comparison layout. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: cloud-shader.md, sky.md, styles-and-bundles.md
Sky & Cloud Lab
Author and validate the coordinated sky/cloud system while keeping transient atmospheric conditions out of the saved style.
Saved artifact: Integrated sky and cloud parameter document — sky-params
Runtime: @call-me-sensei/toonlab/sky
Recommended workflow
- Choose the Sky, Cloud, or Integration workspace.
- Check coordinated behavior across times, lighting views, and quality tiers.
- Save the shared sky-parameter document and export its style slots deliberately.
Editable controls
- coordinated sky, atmosphere, sun, moon, and stars
- cloud shape, density, erosion, lighting, motion, and shadows
- shared time response, comparison views, reprojection, and temporal quality
Preview-only state
current weather, camera, scene lighting, comparison views, and transient playback time. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: sky.md, cloud-shader.md, styles-and-bundles.md
Rock & Cliff Generation Lab
Create one rock, a reusable cliff module, or a composed formation procedurally, with or without a physical GLB template.
Saved artifact: Rock project — rock-project
Runtime: @call-me-sensei/toonlab/rockgen
Recommended workflow
- Generate without a physical template, or choose a GLB from the Stylized rock catalog as the editable starting mesh.
- Edit shape, topology deltas, surface, top finish, weathering, textures, composition, and LODs.
- Save the rock project and export the GLB; preview meadow grass is deliberately excluded.
Editable controls
- procedural generation without a physical template
- template-based procedural generation from the 480-entry Stylized rock catalog
- editable source-mesh vertex deltas
- shape, cuts, cracks, strata, columns, erosion, sculpt edits, meshing, LOD, surface, PBR texture recipes, independent top finish, and weathering
Preview-only state
camera, lighting, background, renderer diagnostics, and meadow-grass visualization. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: rock-shader.md, texture-lab.md
Tree & Shrub Generation Lab
Create deterministic tree and shrub assets from portable species and architecture recipes.
Saved artifact: Tree recipe — tree-recipe
Runtime: @call-me-sensei/toonlab/vegetation
Recommended workflow
- Choose a species or start from an architecture preset.
- Tune trunk, roots, branching, foliage, growth, materials, and LOD behavior.
- Save the tree recipe and export the compiled asset.
Editable controls
- species and architecture
- trunk, roots, branching, twigs, foliage, flowers and fruit where supported
- growth, pruning, asymmetry, wind preparation, materials, LODs, and export
Preview-only state
camera, lighting, ground, time, weather, wind playback, and forest context. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: vegetation-sky.md
Grass & Groundcover Generation Lab
Create reusable grass and groundcover geometry/placement response without saving a particular scene field.
Saved artifact: Grass preset — grass-preset
Runtime: @call-me-sensei/toonlab/vegetation
Recommended workflow
- Choose a grass preset or continue an existing document.
- Tune blades, clumps, field response, palette, wind, interaction, and LODs.
- Save the grass preset for placement by a host-authored terrain or field.
Editable controls
- blade and clump shape
- density, spacing, patch distribution, masks, and terrain conformity
- palette, wind response, interaction preparation, and LOD behavior
Preview-only state
preview field footprint, terrain, camera, lighting, time, cloud shadow, wind playback, and walk mode. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: vegetation-sky.md
Texture & Material Map Generation Lab
Create deterministic seamless material textures and coordinated PBR map sets.
Saved artifact: Texture recipe — texture-recipe
Runtime: @call-me-sensei/toonlab/texgen
Recommended workflow
- Choose a material preset, image input, or empty recipe.
- Tune the generator while checking tiling and every output channel.
- Save the recipe and export albedo, normal, roughness, metalness, AO, ORM, and height maps as needed.
Editable controls
- generator, deterministic seed, palette, scale, and structure
- pattern, noise, surface detail, relief, edge treatment, and wear
- roughness, metalness, AO, normal/height response, and map packing
Preview-only state
preview mesh, UV mode, camera, lighting, tiling view, and map-channel inspection. This state is for evaluation and is not part of the portable artifact.
Related runtime documentation: texture-lab.md