A free sample of Toon Tropical: 18 toon island models, an animated crab and a demo island, with ink outlines and the full cel shader for URP and Built-in.The same materials and shaders work in URP (17+) and the Built-in Render Pipeline with no conversion: each shader has a URP and a Built-in SubShader. HDRP is not supported.Try the Toon Tropical look for free. Lite includes everything you need to build a small cartoon island:18 models: 5 shore tiles (sand, water, edge, inner corner and outer corner), 2 palm trees, a bush, grass, 2 rocks and driftwood, plus a campfire, a barrel, a crate, an open treasure chest, a starfish and a seashell.The animated crab (Idle, Walk, Snap), with its Animator controller.Demo_SmallIsland, a ready-made scene.The complete toolkit: the cel shader (URP and Built-in) and ink outlines, themes and day/sunset/night, wind, animated water and fire light, the toon sky and the Toonify tool.Everything uses 2 materials and one small palette texture.Want more? The full Toon Tropical pack has 165 models, 4 animated characters (crab, parrot, monkey and a humanoid explorer), an archaeology dig site, effects, a playable walk-around scene and 4 more demo scenes. Import it into the same project and Lite upgrades in place, so your scenes keep working.Play the full pack in your browser: https://halfwattgames.github.io/toon-tropical-demo/Support: halfwattgames@gmail.com · Docs: https://halfwattgames.github.io/toon-tropical/Unity version: 6000.0 LTS or newer.Render pipelines: URP and Built-in.Models: 18 static models plus 1 animated character (Generic rig, 3 clips), as FBX, with prefabs and colliders.Textures: one 256 px palette, plus 11 theme and time-of-day variants.Materials: 2.Dependencies: none.Every model in this pack is generated procedurally: Python scripts build each mesh, its palette UVs, outlines and rigs in Blender, and the Unity tools (toon shaders, scene builders, demo scripts) are custom C#. Both the scripts and the C# were written with the help of an AI coding assistant (Claude). No AI image, texture or 3D-model generators were used: there are no generated textures or meshes, only code that builds the geometry. Every asset was reviewed, art-directed and iterated on by hand.




