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]>
This commit is contained in:
Nicholas Butzke
2026-07-17 13:37:27 -04:00
co-authored by Claude Fable 5
parent 2c7b5a1aca
commit 37c15bed1a
11 changed files with 274 additions and 60 deletions
+69 -17
View File
@@ -1,41 +1,93 @@
extends Object
class_name LevelMaterials
## Shared prototype-grid materials for code-built levels.
## Shared cel-shaded materials for code-built levels and characters.
##
## Every level builder makes its geometry from flat-colored boxes; this gives
## them all the same world-space grid surface (0.5 m cells via triplanar
## mapping) so speed and distance stay readable at movement-shooter velocity,
## while keeping each builder's color coding as a tint.
## Level geometry gets the toon shader with world-space triplanar grid
## (0.5 m cells) tinted per surface; characters get the same toon shading
## over their own textures via convert_to_toon(), plus an inverted-hull
## outline overlay for the inked silhouette.
const GRID_GRAY := "res://assets/textures/prototype/grid_gray.png"
const GRID_DARK := "res://assets/textures/prototype/grid_dark.png"
const TOON_SHADER := "res://assets/shaders/toon.gdshader"
const OUTLINE_SHADER := "res://assets/shaders/toon_outline.gdshader"
## One texture tile = 2 m of world, so one grid cell = 0.5 m.
const WORLD_UNITS_PER_TILE := 2.0
static var _cache: Dictionary = {}
static var _outline_cache: Dictionary = {}
## A tinted grid material. Cached per (tint, dark) so identical surfaces share
## one material (fewer draw-state changes, and edits apply everywhere).
static func tinted(tint: Color, dark: bool = false) -> StandardMaterial3D:
## A tinted toon grid material for level geometry. Cached per (tint, dark) so
## identical surfaces share one material.
static func tinted(tint: Color, dark: bool = false) -> Material:
var key := "%s|%s" % [tint.to_html(), dark]
if _cache.has(key):
return _cache[key]
var mat := StandardMaterial3D.new()
var shader: Shader = load(TOON_SHADER)
var mat := ShaderMaterial.new()
mat.shader = shader
var tex_path := GRID_DARK if dark else GRID_GRAY
var tex: Texture2D = load(tex_path) if ResourceLoader.exists(tex_path) else null
if tex:
mat.albedo_texture = tex
# World triplanar: boxes need no UVs and the grid stays world-scaled.
mat.uv1_triplanar = true
mat.uv1_world_triplanar = true
mat.uv1_scale = Vector3.ONE / WORLD_UNITS_PER_TILE
mat.set_shader_parameter("albedo_texture", tex)
mat.set_shader_parameter("has_texture", true)
mat.set_shader_parameter("use_triplanar", true)
mat.set_shader_parameter("triplanar_tile", WORLD_UNITS_PER_TILE)
else:
mat.set_shader_parameter("has_texture", false)
# The texture is grayscale ~mid value; multiply by ~2x-brightened tint to
# land near the original flat color while keeping the grid contrast.
mat.albedo_color = Color(
minf(tint.r * 1.9, 1.0), minf(tint.g * 1.9, 1.0), minf(tint.b * 1.9, 1.0))
mat.roughness = 0.85
mat.set_shader_parameter("albedo_color", Color(
minf(tint.r * 1.9, 1.0), minf(tint.g * 1.9, 1.0), minf(tint.b * 1.9, 1.0)))
_cache[key] = mat
return mat
## Toon version of an arbitrary material (usually a character's imported
## StandardMaterial3D): keeps its albedo texture/color, swaps the shading.
static func toonify(src: Material) -> Material:
var mat := ShaderMaterial.new()
mat.shader = load(TOON_SHADER)
var tex: Texture2D = null
var col := Color.WHITE
if src is BaseMaterial3D:
tex = src.albedo_texture
col = src.albedo_color
mat.set_shader_parameter("albedo_texture", tex)
mat.set_shader_parameter("has_texture", tex != null)
mat.set_shader_parameter("use_triplanar", false)
mat.set_shader_parameter("albedo_color", col)
# Characters read best with a slightly wider lit band and stronger rim.
mat.set_shader_parameter("rim_strength", 0.45)
return mat
## Swap every mesh surface under `node` to toon shading and add an
## inverted-hull outline overlay. Safe on skinned meshes (material_overlay
## re-renders the same deformed mesh).
static func apply_toon_recursive(node: Node, outline_width: float = 0.015) -> void:
if node is MeshInstance3D:
var mi := node as MeshInstance3D
var surface_count: int = mi.mesh.get_surface_count() if mi.mesh else 0
for s in range(surface_count):
var src := mi.get_active_material(s)
if src and not (src is ShaderMaterial):
mi.set_surface_override_material(s, toonify(src))
if outline_width > 0.0:
mi.material_overlay = outline(outline_width)
for child in node.get_children():
apply_toon_recursive(child, outline_width)
static func outline(width: float = 0.015) -> ShaderMaterial:
var key := "%.4f" % width
if _outline_cache.has(key):
return _outline_cache[key]
var mat := ShaderMaterial.new()
mat.shader = load(OUTLINE_SHADER)
mat.set_shader_parameter("outline_width", width)
_outline_cache[key] = mat
return mat