Public Beta

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.

Using MCP? Call list_live_labs, then get_lab_features for the exhaustive field schema, document discriminator, starter, mutations, outputs, and preview boundary.
LabSaved artifactRuntime
Character & Creature Shader Labtoon-preset@call-me-sensei/toonlab/toon
Tree Shader Labvegetation-shader-preset@call-me-sensei/toonlab/vegetation-shaders
Grass Shader Labvegetation-shader-preset@call-me-sensei/toonlab/vegetation-shaders
Flower Shader Labvegetation-shader-preset@call-me-sensei/toonlab/vegetation-shaders
Rock & Geology Shader Labrock-shader-preset@call-me-sensei/toonlab/rock-shader
Terrain & Ground Shader Labground-shader-preset@call-me-sensei/toonlab/ground-shader
Manufactured Surface Shader Labmanufactured-surface-profile@call-me-sensei/toonlab/environment
Water & Liquid Shader Labwater-preset@call-me-sensei/toonlab/water
Sky Shader Labsky-params@call-me-sensei/toonlab/sky
Cloud Shader Labsky-params@call-me-sensei/toonlab/cloud
Sky & Cloud Labsky-params@call-me-sensei/toonlab/sky
Rock & Cliff Generation Labrock-project@call-me-sensei/toonlab/rockgen
Tree & Shrub Generation Labtree-recipe@call-me-sensei/toonlab/vegetation
Grass & Groundcover Generation Labgrass-preset@call-me-sensei/toonlab/vegetation
Texture & Material Map Generation Labtexture-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 profiletoon-preset

Runtime: @call-me-sensei/toonlab/toon

Recommended workflow

  1. Choose or import a representative character.
  2. Tune the shared treatment and inspect every important material role.
  3. 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 profilevegetation-shader-preset

Runtime: @call-me-sensei/toonlab/vegetation-shaders

Recommended workflow

  1. Inspect the treatment on broadleaf, needle, bark, and branch samples.
  2. Tune foliage and woody scopes independently.
  3. 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 profilevegetation-shader-preset

Runtime: @call-me-sensei/toonlab/vegetation-shaders

Recommended workflow

  1. Inspect isolated blades and a dense field.
  2. Tune color, lighting, motion response, and distance behavior.
  3. 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 profilevegetation-shader-preset

Runtime: @call-me-sensei/toonlab/vegetation-shaders

Recommended workflow

  1. Inspect several petal and flower-center structures.
  2. Tune petal, center, leaf, and stem scopes.
  3. 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 profilerock-shader-preset

Runtime: @call-me-sensei/toonlab/rock-shader

Recommended workflow

  1. Inspect the material on multiple silhouettes and scales.
  2. Build the base geology, optional layers, and distance response.
  3. 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 profileground-shader-preset

Runtime: @call-me-sensei/toonlab/ground-shader

Recommended workflow

  1. Inspect flat, sloped, elevated, path, wet, and snowy areas.
  2. Tune material layers and the shared ground-field response.
  3. 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 profilemanufactured-surface-profile

Runtime: @call-me-sensei/toonlab/environment

Recommended workflow

  1. Load a representative multi-material asset.
  2. Classify materials by semantic role and compare source PBR with the stylized result.
  3. 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 profilewater-preset

Runtime: @call-me-sensei/toonlab/water

Recommended workflow

  1. Inspect open water, shore, breaker, rainfall, and underwater views.
  2. Tune the surface, nearshore, interaction, underwater, and quality groups.
  3. 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 documentsky-params

Runtime: @call-me-sensei/toonlab/sky

Recommended workflow

  1. Inspect daylight, horizon, sunset, night, moon, and star conditions.
  2. Tune the authored sky blocks and quality behavior.
  3. 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 documentsky-params

Runtime: @call-me-sensei/toonlab/cloud

Recommended workflow

  1. Inspect cumulus, stratus, layered, backlit, and distant conditions.
  2. Tune shape, erosion, density, lighting, motion, shadow, and quality blocks.
  3. 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 documentsky-params

Runtime: @call-me-sensei/toonlab/sky

Recommended workflow

  1. Choose the Sky, Cloud, or Integration workspace.
  2. Check coordinated behavior across times, lighting views, and quality tiers.
  3. 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 projectrock-project

Runtime: @call-me-sensei/toonlab/rockgen

Recommended workflow

  1. Generate without a physical template, or choose a GLB from the Stylized rock catalog as the editable starting mesh.
  2. Edit shape, topology deltas, surface, top finish, weathering, textures, composition, and LODs.
  3. 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 recipetree-recipe

Runtime: @call-me-sensei/toonlab/vegetation

Recommended workflow

  1. Choose a species or start from an architecture preset.
  2. Tune trunk, roots, branching, foliage, growth, materials, and LOD behavior.
  3. 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 presetgrass-preset

Runtime: @call-me-sensei/toonlab/vegetation

Recommended workflow

  1. Choose a grass preset or continue an existing document.
  2. Tune blades, clumps, field response, palette, wind, interaction, and LODs.
  3. 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 recipetexture-recipe

Runtime: @call-me-sensei/toonlab/texgen

Recommended workflow

  1. Choose a material preset, image input, or empty recipe.
  2. Tune the generator while checking tiling and every output channel.
  3. 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