feat: cel-shaded look — toon shader, ink outlines, stylized environment
- toon.gdshader: banded diffuse with cool-tinted shadows (3 tones), stepped specular, rim light, and an optional world-triplanar albedo path so level geometry keeps the 0.5 m grid with no UVs - toon_outline.gdshader: inverted-hull ink outline, applied via material_overlay so it works on skinned (deforming) meshes - LevelMaterials: tinted() now returns toon grid materials; toonify()/ apply_toon_recursive() convert imported character/prop materials in place - SkinnedPlayerModel: characters get toon shading + outline on load - LevelEnvironment: shared stylized environment for all maps — saturated anime sky, linear tonemap (filmic/ACES crush cel bands), bloom for emissives, saturation+contrast grade, light depth haze; test level and dust2 now use it and the procedural arena (which had NO environment) gets it plus runtime toonification of its baked geometry Co-Authored-By: Claude Fable 5 <[email protected]>
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Claude Fable 5
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@@ -108,6 +108,9 @@ func load_model(path: String) -> void:
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_pose_mod = ShooterPoseModifier.new()
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_pose_mod.name = "ShooterPose"
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skeleton.add_child(_pose_mod)
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# Cel-shaded look: toon shading over the imported textures + ink outline.
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LevelMaterials.apply_toon_recursive(scene)
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if animation_player:
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_index_animations()
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else:
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