Feat/visual audio overhaul #21
@@ -16,12 +16,13 @@ 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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// 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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// Matte-anime defaults: a whisper of rim and near-zero specular. Anything
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// hotter reads as wet plastic / patent leather on dark surfaces and makes
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// light hair look shiny.
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uniform float rim_strength : hint_range(0.0, 2.0) = 0.08;
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uniform float rim_width : hint_range(0.0, 1.0) = 0.32;
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uniform float specular_strength : hint_range(0.0, 1.0) = 0.025;
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uniform float specular_shininess : hint_range(1.0, 128.0) = 64.0;
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varying vec3 world_pos;
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varying vec3 world_normal;
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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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@@ -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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