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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1ad3563e5a
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d46530bd8c
@@ -85,13 +85,13 @@ static func toonify(src: Material) -> Material:
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mat.set_shader_parameter("has_texture", tex != null)
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mat.set_shader_parameter("use_triplanar", false)
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mat.set_shader_parameter("albedo_color", col)
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# Matte anime surfaces: a thin rim for silhouette pop and a small tight
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# glint. The old hot rim (0.45 over 65% width) + broad specular made
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# every character and prop read as wet plastic / a colored mirror.
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mat.set_shader_parameter("rim_strength", 0.15)
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mat.set_shader_parameter("rim_width", 0.4)
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mat.set_shader_parameter("specular_strength", 0.06)
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mat.set_shader_parameter("specular_shininess", 56.0)
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# Matte anime surfaces: a whisper of rim for silhouette pop, near-zero
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# specular. Characters should read as cloth/hair, not vinyl — any hotter
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# and dark surfaces gloss up and light hair looks wet.
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mat.set_shader_parameter("rim_strength", 0.08)
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mat.set_shader_parameter("rim_width", 0.32)
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mat.set_shader_parameter("specular_strength", 0.025)
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mat.set_shader_parameter("specular_shininess", 64.0)
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return mat
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