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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@@ -7,7 +7,7 @@ func _build_geometry() -> void:
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var env = get_node_or_null("WorldEnvironment")
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if env:
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var environment = env.environment
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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# (keep the shared linear tonemap — ACES crushes the cel bands)
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if environment.sky and environment.sky.sky_material:
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var sky_mat = environment.sky.sky_material
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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