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]>
This commit is contained in:
Nicholas Butzke
2026-07-19 23:53:05 -04:00
co-authored by Claude Fable 5
parent d0c746d084
commit b0f26e6dde
4 changed files with 30 additions and 15 deletions
+6 -4
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@@ -16,10 +16,12 @@ uniform float band_edge : hint_range(-1.0, 1.0) = 0.05; // NdotL where light b
uniform float band_softness : hint_range(0.001, 0.5) = 0.04;
uniform float mid_band_edge : hint_range(-1.0, 1.0) = 0.55; // second, brighter band
uniform vec4 shadow_color : source_color = vec4(0.62, 0.65, 0.78, 1.0); // cool shadow tint
uniform float rim_strength : hint_range(0.0, 2.0) = 0.35;
uniform float rim_width : hint_range(0.0, 1.0) = 0.65;
uniform float specular_strength : hint_range(0.0, 1.0) = 0.25;
uniform float specular_shininess : hint_range(1.0, 128.0) = 24.0;
// Matte-anime defaults: a thin rim and a tiny tight glint. Anything hotter
// reads as wet plastic / patent leather on dark surfaces.
uniform float rim_strength : hint_range(0.0, 2.0) = 0.15;
uniform float rim_width : hint_range(0.0, 1.0) = 0.4;
uniform float specular_strength : hint_range(0.0, 1.0) = 0.06;
uniform float specular_shininess : hint_range(1.0, 128.0) = 56.0;
varying vec3 world_pos;
varying vec3 world_normal;
+12 -7
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@@ -91,18 +91,23 @@ static func make_environment(sky_variant: String = "day") -> Environment:
environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
environment.ambient_light_energy = 0.55
# Filmic crushes the cel bands; linear-ish keeps them crisp.
environment.tonemap_mode = Environment.TONE_MAPPER_LINEAR
# Filmic with a high white point: near-linear through the cel bands (they
# stay crisp) but a soft shoulder above 1.0. LINEAR clipped lit white
# surfaces and then bloomed the clip — every facade glowed like porcelain.
environment.tonemap_mode = Environment.TONE_MAPPER_FILMIC
environment.tonemap_white = 2.4
# Bloom sells emissives (tracers, plasma, rim highlights).
# Bloom for genuine emissives only (tracers, plasma, neon) — lit geometry
# must never cross this threshold or it reads as glowing glass.
environment.glow_enabled = true
environment.glow_intensity = 0.5
environment.glow_intensity = 0.4
environment.glow_bloom = 0.05
environment.glow_hdr_threshold = 1.1
environment.glow_hdr_threshold = 1.45
# Cel color grade: punchy saturation, hint of contrast.
# Cel color grade: punchy saturation, hint of contrast (bumped a touch to
# make up for filmic's slightly tamer mids — vibrancy stays).
environment.adjustment_enabled = true
environment.adjustment_saturation = 1.22
environment.adjustment_saturation = 1.3
environment.adjustment_contrast = 1.05
# A touch of depth haze for scale; far enough to not gray the arena.
+7 -2
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@@ -85,8 +85,13 @@ static func toonify(src: Material) -> Material:
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)
# Matte anime surfaces: a thin rim for silhouette pop and a small tight
# glint. The old hot rim (0.45 over 65% width) + broad specular made
# every character and prop read as wet plastic / a colored mirror.
mat.set_shader_parameter("rim_strength", 0.15)
mat.set_shader_parameter("rim_width", 0.4)
mat.set_shader_parameter("specular_strength", 0.06)
mat.set_shader_parameter("specular_shininess", 56.0)
return mat
+5 -2
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@@ -321,14 +321,17 @@ func _build_environment() -> void:
# the energies the old dark flat palette needed).
env.environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.environment.ambient_light_color = Color(0.58, 0.54, 0.66)
env.environment.ambient_light_energy = 1.7
# Under the filmic shoulder the ambient's lavender tint actually shows
# (LINEAR used to clip it to white) — keep it lower so the sun shapes
# surfaces and lit faces stay bright.
env.environment.ambient_light_energy = 1.35
env.environment.fog_density = 0.0007 # light city haze for depth over 600m
# Ambient occlusion grounds the modeled facade detail (ZZZ-style depth)
env.environment.ssao_enabled = true
env.environment.ssao_intensity = 2.0
var sun := get_node_or_null("Sun")
if sun:
sun.light_energy = 2.2
sun.light_energy = 2.5
sun.rotation_degrees = Vector3(-38, 55, 0)
sun.directional_shadow_max_distance = 220.0