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]>
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co-authored by
Claude Fable 5
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@@ -104,11 +104,13 @@ static func make_environment(sky_variant: String = "day") -> Environment:
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environment.glow_bloom = 0.05
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environment.glow_hdr_threshold = 1.45
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# Cel color grade: punchy saturation, hint of contrast (bumped a touch to
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# make up for filmic's slightly tamer mids — vibrancy stays).
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# Cel color grade: a LIGHT saturation lift only. Anything stronger shifts
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# hues — authored ginger hair grades into fire-truck red, pastels go neon —
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# and the whole game reads "filtered". Let the textures' own colors carry
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# the vibrancy.
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environment.adjustment_enabled = true
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environment.adjustment_saturation = 1.3
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environment.adjustment_contrast = 1.05
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environment.adjustment_saturation = 1.08
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environment.adjustment_contrast = 1.03
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# A touch of depth haze for scale; far enough to not gray the arena.
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environment.fog_enabled = true
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