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
@@ -18,7 +18,17 @@ var _debug_ui_panel: PanelContainer
func _ready() -> void:
# Hide mouse
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Cel-shaded presentation: stylized sky/grade + toon materials over the
# arena's baked geometry. The scene ships its own DirectionalLight3D;
# rename it to Sun so the helper doesn't stack extra suns.
var existing_light := get_node_or_null("DirectionalLight3D")
if existing_light:
existing_light.name = "Sun"
if not has_node("WorldEnvironment"):
LevelEnvironment.add_to(self)
LevelMaterials.apply_toon_recursive(self, 0.0)
_build_hud()
# Multiplayer Spawning