feat: matte anime materials — kill the glass/mirror look, keep the vibrancy
Everything read as wet plastic or glowing porcelain for two stacking reasons, both fixed centrally: - toonify() shipped every character/prop/weapon with a hot rim (0.45 over 65% of the silhouette) and broad stepped specular (0.25 @ shininess 24) — patent-leather highlights on any dark surface. Now a thin rim (0.15/0.4) and a small tight glint (0.06 @ 56); shader defaults match. - The LINEAR tonemapper clipped lit white surfaces (sun + ambient push facades past 1.0) and the glow pass bloomed the clip, so buildings glowed like porcelain. Switched to FILMIC with white=2.4: near-linear through the cel bands (they stay crisp), soft shoulder above 1.0. Glow threshold 1.1 -> 1.45 so only genuine emissives (neon, tracers, plasma) bloom. - Saturation 1.22 -> 1.3 compensates filmic mids — vibrancy unchanged. - Neon Alley: ambient 1.7 -> 1.35 / sun 2.2 -> 2.5 — the shoulder no longer hides the ambient lavender cast, so let the sun shape the facades. Co-Authored-By: Claude Fable 5 <[email protected]>
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Claude Fable 5
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@@ -16,10 +16,12 @@ uniform float band_edge : hint_range(-1.0, 1.0) = 0.05; // NdotL where light b
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uniform float band_softness : hint_range(0.001, 0.5) = 0.04;
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uniform float mid_band_edge : hint_range(-1.0, 1.0) = 0.55; // second, brighter band
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uniform vec4 shadow_color : source_color = vec4(0.62, 0.65, 0.78, 1.0); // cool shadow tint
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uniform float rim_strength : hint_range(0.0, 2.0) = 0.35;
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uniform float rim_width : hint_range(0.0, 1.0) = 0.65;
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uniform float specular_strength : hint_range(0.0, 1.0) = 0.25;
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uniform float specular_shininess : hint_range(1.0, 128.0) = 24.0;
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// Matte-anime defaults: a thin rim and a tiny tight glint. Anything hotter
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// reads as wet plastic / patent leather on dark surfaces.
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uniform float rim_strength : hint_range(0.0, 2.0) = 0.15;
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uniform float rim_width : hint_range(0.0, 1.0) = 0.4;
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uniform float specular_strength : hint_range(0.0, 1.0) = 0.06;
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uniform float specular_shininess : hint_range(1.0, 128.0) = 56.0;
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varying vec3 world_pos;
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varying vec3 world_normal;
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