fix: color-accurate grade — ginger hair stays ginger, characters stay matte

The saturation grade (1.3) was shifting authored hues — Taila's auburn
ginger hair rendered fire-truck red and the whole game read filtered.
Saturation 1.3 -> 1.08, contrast 1.05 -> 1.03: textures now carry their
own vibrancy. Verified by sampling the rendered hair against the source
texture: lit hue 18-20 deg vs authored ~20 deg.

Character rim/specular cut again (rim 0.15/0.4 -> 0.08/0.32, spec
0.06 -> 0.025 @ 64): hair and cloth read fully matte, no wet sheen.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-20 22:55:58 -04:00
co-authored by Claude Fable 5
parent 1ad3563e5a
commit d46530bd8c
3 changed files with 20 additions and 17 deletions
+6 -4
View File
@@ -104,11 +104,13 @@ static func make_environment(sky_variant: String = "day") -> Environment:
environment.glow_bloom = 0.05
environment.glow_hdr_threshold = 1.45
# Cel color grade: punchy saturation, hint of contrast (bumped a touch to
# make up for filmic's slightly tamer mids — vibrancy stays).
# Cel color grade: a LIGHT saturation lift only. Anything stronger shifts
# hues — authored ginger hair grades into fire-truck red, pastels go neon —
# and the whole game reads "filtered". Let the textures' own colors carry
# the vibrancy.
environment.adjustment_enabled = true
environment.adjustment_saturation = 1.3
environment.adjustment_contrast = 1.05
environment.adjustment_saturation = 1.08
environment.adjustment_contrast = 1.03
# A touch of depth haze for scale; far enough to not gray the arena.
environment.fog_enabled = true