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shade

Skill473 starsChanged 44 days agoMITView on GitHub

Add light and shadow with proper hue shifting, one step at a time, so the sprite gains form without gaining the flat-luminance look that marks generated pixel art. Use when flat art needs volume.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    If you will shade a material more than once, put its ramp in the palette:

    line 53
  2. Very specific:

    Only on 32px+ and only in large flat areas.

    line 64
  3. Distinctive:

    Do the shadows hue-shift, or are they the same hue darker?

    line 71

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Shade a sprite

Flat shading — the same hue, darker — is the clearest signal that a sprite was made by moving a brightness slider. Real shading shifts hue.

The rule

  • Shadows rotate toward blue/purple and desaturate slightly.
  • Highlights rotate toward yellow/orange and saturate slightly.

recolor op shade implements this. Use it instead of choosing darker hex values yourself.

Procedure

  1. Fix the light direction and state it. Upper-left is the safe default. It does not move again — not across the sprite, not across animation frames.
  2. Confirm the flat art is right first. look op preview. Shading a bad silhouette wastes the effort.
  3. One shadow step. Select the region away from the light, then:

    select op="rect" rect={…}
    recolor op="shade" amount=-0.2 selectionOnly=true

    Or draw the shadow shape directly with draw if it needs to follow a form the selection tools cannot describe.

  4. Look. look op="preview". Does it read as volume, or as a stain? A shadow that follows the form's cross-section reads; one that follows the outline does not.
  5. One light step, on the side facing the light: amount=0.2.
  6. Look again. Most sprites are finished here.
  7. Only if it needs it: a deep shadow (amount=-0.4) in occluded crevices, a specular highlight of one or two pixels on the hardest material, or reflected light — a faint cool step on the shadow side's outer edge, which makes metal read as metal.

Ramps

If you will shade a material more than once, put its ramp in the palette:

palette op="ramp" base="#c04030" steps=5

Then draw with ramp entries directly. Reuse the darkest step across materials — it ties a sprite together and costs no palette slots.

Dithering

Only on 32px+ and only in large flat areas. Use bayer4, keep the two colours adjacent in a ramp, and stop if it reads as noise. See rules://02-shading-and-light.

Checks

  • Is the light in exactly one place?
  • Do the shadows hue-shift, or are they the same hue darker?
  • Any banding — long parallel stripes of adjacent steps?
  • Any semi-transparent pixels? (validate will tell you.)

Related

rules://02-shading-and-light, rules://01-palette-and-color, rules://22-materials-hard, rules://23-materials-soft, rules://24-lighting-scenarios, rules://72-3d-forms.

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