extends Object class_name LevelMaterials ## Shared cel-shaded materials for code-built levels and characters. ## ## Level geometry gets the toon shader with world-space triplanar grid ## (0.5 m cells) tinted per surface; characters get the same toon shading ## over their own textures via convert_to_toon(), plus an inverted-hull ## outline overlay for the inked silhouette. const GRID_GRAY := "res://assets/textures/prototype/grid_gray.png" const GRID_DARK := "res://assets/textures/prototype/grid_dark.png" const TOON_SHADER := "res://assets/shaders/toon.gdshader" const OUTLINE_SHADER := "res://assets/shaders/toon_outline.gdshader" ## One texture tile = 2 m of world, so one grid cell = 0.5 m. const WORLD_UNITS_PER_TILE := 2.0 static var _cache: Dictionary = {} static var _outline_cache: Dictionary = {} ## A tinted toon grid material for level geometry. Cached per (tint, dark) so ## identical surfaces share one material. static func tinted(tint: Color, dark: bool = false) -> Material: var key := "%s|%s" % [tint.to_html(), dark] if _cache.has(key): return _cache[key] var shader: Shader = load(TOON_SHADER) var mat := ShaderMaterial.new() mat.shader = shader var tex_path := GRID_DARK if dark else GRID_GRAY var tex: Texture2D = load(tex_path) if ResourceLoader.exists(tex_path) else null if tex: mat.set_shader_parameter("albedo_texture", tex) mat.set_shader_parameter("has_texture", true) mat.set_shader_parameter("use_triplanar", true) mat.set_shader_parameter("triplanar_tile", WORLD_UNITS_PER_TILE) else: mat.set_shader_parameter("has_texture", false) # The texture is grayscale ~mid value; multiply by ~2x-brightened tint to # land near the original flat color while keeping the grid contrast. mat.set_shader_parameter("albedo_color", Color( minf(tint.r * 1.9, 1.0), minf(tint.g * 1.9, 1.0), minf(tint.b * 1.9, 1.0))) # Level surfaces are huge; the toon rim/specular reads as a giant soft # "blob" highlight smeared across floors and walls. Keep those effects # for characters/props only. mat.set_shader_parameter("rim_strength", 0.0) mat.set_shader_parameter("specular_strength", 0.0) _cache[key] = mat return mat static var _flat_cache: Dictionary = {} ## Surface laws: what KIND of thing this is, rather than what colour it is. ## ## A flat cel colour is the style, but a forty-metre wall holding exactly one ## value is not stylised, it is unfinished — the probe measured 0.28 mean ## adjacent-pixel difference, meaning the only structure in the frame was the ## silhouettes. These give a surface its own quiet detail underneath the cel ## bands, all of it procedural and world-space, so nothing needs UVs, textures, ## or an artist. ## ## The laws are deliberately few. Every one of them has to be a thing a cel ## painter would actually draw: ## ## wall Panel seams at storey-ish spacing plus a grade that darkens the ## bottom few metres. The grade is the important half: it is ## painted-in ambient occlusion, it grounds a building at any ## distance, and unlike SSAO it does not vanish when the camera ## pulls back. ## ground Wider seams and no grade — a floor has no "bottom" to darken, ## and paving slabs are bigger than wall panels. ## panel Tight seams for machined props: shutters, containers, kiosks. ## trim Grade only. For kerbs, plinths and bases, where a seam grid ## would fight the shape but contact darkening still helps. ## "" Plain flat colour. Props, vehicles, foliage and anything whose ## silhouette is doing the work — a seam grid crawling over a tree ## or a car reads as dirt, not as construction. const SURFACE_LAW := { "wall": {"seam_scale": 2.6, "seam_strength": 0.20, "seam_width": 0.010, "grade_height": 7.0, "grade_strength": 0.20}, "ground": {"seam_scale": 4.0, "seam_strength": 0.13, "seam_width": 0.006}, "panel": {"seam_scale": 0.9, "seam_strength": 0.24, "seam_width": 0.020}, "trim": {"grade_height": 1.6, "grade_strength": 0.24}, } static func _apply_law(mat: ShaderMaterial, law: String) -> void: if law == "" or not SURFACE_LAW.has(law): return for param in SURFACE_LAW[law]: mat.set_shader_parameter(param, SURFACE_LAW[law][param]) ## Flat cel color: toon banding with NO grid texture — the full stylized ## look for dressed maps (vs. tinted()'s greybox grid for blockouts). ## Rim/specular stay off (they blob on large level surfaces). ## ## `law` names a SURFACE_LAW: what the surface is made of, not what colour it ## is. Defaults to plain flat colour, so every existing call site is unchanged. static func flat(tint: Color, law: String = "") -> Material: var key := "%s|%s" % [tint.to_html(), law] if _flat_cache.has(key): return _flat_cache[key] var mat := ShaderMaterial.new() mat.shader = load(TOON_SHADER) mat.set_shader_parameter("has_texture", false) mat.set_shader_parameter("use_triplanar", false) mat.set_shader_parameter("albedo_color", tint) mat.set_shader_parameter("rim_strength", 0.0) mat.set_shader_parameter("specular_strength", 0.0) _apply_law(mat, law) _flat_cache[key] = mat return mat ## Toon version of an arbitrary material (usually a character's imported ## StandardMaterial3D): keeps its albedo texture/color, swaps the shading. static func toonify(src: Material) -> Material: var mat := ShaderMaterial.new() mat.shader = load(TOON_SHADER) var tex: Texture2D = null var col := Color.WHITE if src is BaseMaterial3D: tex = src.albedo_texture col = src.albedo_color mat.set_shader_parameter("albedo_texture", tex) mat.set_shader_parameter("has_texture", tex != null) mat.set_shader_parameter("use_triplanar", false) mat.set_shader_parameter("albedo_color", col) # Fully matte characters: NO specular (even a 2% stepped glint reads as # shine sweeping across hair when the camera moves) and only a whisper # of rim for silhouette separation. mat.set_shader_parameter("rim_strength", 0.05) mat.set_shader_parameter("rim_width", 0.28) mat.set_shader_parameter("specular_strength", 0.0) mat.set_shader_parameter("specular_shininess", 64.0) return mat ## Ink used for the line-work an imported character carries in its own mesh. const CHARACTER_INK := Color(0.07, 0.06, 0.09) ## Second pass for IMPORTED CHARACTER models (the anime GLB skins), run right ## after apply_toon_recursive. Two things those models need that props don't: ## ## 1. Their line-work is part of the mesh, as extra UNTEXTURED surfaces, and it ## splits into two kinds that need opposite treatment: ## ## * The body/hair OUTLINE HULL (Taila's "FullBlack" and "material") is a ## duplicated shell. Its skin weights do not track the base mesh through a ## deep bend, so during a run it tears into spikes and stretches sheets ## between the ankles — that is what made the ankle cuffs look welded ## together. It is also redundant: characters already get an inverted-hull ## overlay from apply_toon_recursive AND the screen-space ink_edge pass. ## So it is HIDDEN outright, which removes the artefact and the redundancy ## in one go. ## ## * The EYE cards ("EyesFullBlack" lashes, "EyesInvL", "EyesHL" highlight) ## are real facial features, not a hull, and they are kept — flat, because ## the glTF import hands every untextured surface a default near-white ## albedo and toon-LIGHTING the black ones was the thin white rim that used ## to trace every hair strand. ## ## 2. Their textures are ALREADY painted with cel shading. Stacking the hard ## 3-tone break on top read as gloss — a bright stripe sliding across the ## hair as the camera moved. Characters get a soft terminator and an ## almost-invisible second step so the painted shading carries the form. ## ## Props and level geometry keep the crisp banding they were calibrated with. ## Is this untextured surface part of the model's own DRAWING, or is it just an ## untextured surface? ## ## "No albedo texture" alone is not the question, and answering it that way made ## every flat-coloured model render as a black silhouette — Quaternius' mannequin ## has two untextured materials, a yellow body and lilac joints, and both were ## being hidden as though they were an outline shell. ## ## What actually distinguishes line-work: ## ## DARK an ink shell or a lash card is black or nearly so. A flat-coloured ## character is any colour at all. This is the discriminator that ## does the work. ## INVERTED the classic inverted-hull outline is drawn front-face-culled so ## only its backfaces show. Nothing else on a character is. ## NAMED eye cards say so — they are kept, not hidden, and need to reach ## the branch below whatever colour they are. ## ## That heuristic now lives in `SkinSurfaces.guess`, where it is the FALLBACK ## rather than the only answer — see below. ## Shadow tint measured off the Sketchfab reference render: sampling Taila's ## hair there, shadow/midtone lands near (0.63, 0.53, 0.70). Green drops ## hardest, and that is what keeps copper hair COPPER in shadow — the level ## default (0.62, 0.65, 0.78) lifts green above red and washes ginger toward a ## dull brown. const CHARACTER_SHADOW := Color(0.64, 0.56, 0.72) ## Per-class art direction. This is what the surface table BUYS: until a ## character could say which of its surfaces were hair and which were a jacket, ## every one of them had to take the same numbers, and those numbers were ## calibrated on skin. ## ## outline how thick the inked silhouette is, in metres of normal offset ## band terminator softness — 0 is a hard cel break, 1 is a smooth ramp ## mid_tone where the second, subtler step sits ## rim backlight strength, for separation from the background ## ## `body` is deliberately identical to what every surface used to get, so the ## look this was calibrated against does not move. The others are departures ## from it, and each one is a departure for a reason: ## ## hair THE thinnest line, and it is not a small difference. A hair mesh ## is dozens of near-parallel strands a few millimetres apart; at ## the body's 5 mm every strand's hull swallows its neighbour and ## the whole head reads as one solid dark cap instead of hair. ## Softest banding too — the painted texture already carries the ## form, and a hard break on top of it slides across as gloss. ## cloth a heavier line and a crisper break. A garment's silhouette is ## most of what separates a character from the background at range, ## and folds need a defined terminator to read as fabric rather ## than as a painted-on costume. ## accessory heaviest and crispest, plus real rim. These are small, rigid and ## usually the most saturated thing on the character; they are ## supposed to pop. const CHARACTER_LOOK := { SkinSurfaces.BODY: {"outline": 0.0050, "band": 0.16, "mid_tone": 0.92, "rim": 0.05}, SkinSurfaces.CLOTH: {"outline": 0.0058, "band": 0.13, "mid_tone": 0.90, "rim": 0.06}, SkinSurfaces.HAIR: {"outline": 0.0034, "band": 0.20, "mid_tone": 0.94, "rim": 0.04}, SkinSurfaces.ACCESSORY: {"outline": 0.0068, "band": 0.10, "mid_tone": 0.88, "rim": 0.10}, } ## Second pass for IMPORTED CHARACTER models, run right after ## apply_toon_recursive. `surfaces` is the build-time surface table from the ## rig sidecar; pass null and every surface falls back to the heuristic. static func apply_character_look(root: Node, surfaces: SkinSurfaces = null) -> void: for mi in root.find_children("*", "MeshInstance3D", true, false): if not mi.mesh: continue # The outline moves from the instance to the individual surfaces, which # is the only way it can differ between them — and it has to, because # Miku's body, face and hair are three surfaces of ONE mesh, so an # instance-wide overlay can only ever give all three the same weight. mi.material_overlay = null for s in range(mi.mesh.get_surface_count()): var src: BaseMaterial3D = mi.mesh.surface_get_material(s) as BaseMaterial3D if src == null: continue var resolved: Array = SkinSurfaces.guess(src) if surfaces == null \ else surfaces.resolve(mi.name, s, src) var surface_class: String = resolved[0] var detail: String = resolved[1] if detail == "outline_hull": # A duplicated ink shell. Its skin weights do not track the base # mesh through a deep bend, so during a run it tears into spikes # and stretches sheets between the ankles — that is what made the # ankle cuffs look welded together. It is also redundant: the # per-surface outline below and the screen-space ink_edge pass # both already draw one. So it is hidden, fully transparent # rather than deleted, so the surface indices — and therefore the # mesh's own skin bindings — stay exactly as imported. var hidden := StandardMaterial3D.new() hidden.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED hidden.cull_mode = src.cull_mode hidden.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA hidden.albedo_color = Color(0, 0, 0, 0) mi.set_surface_override_material(s, hidden) continue if detail == "eyes_ink" or detail == "eyes_highlight": # A lash or iris card: a real facial feature, kept — and kept # FLAT, because the glTF import hands every untextured surface a # default near-white albedo, and toon-lighting the black ones was # the thin white rim that used to trace every hair strand. var card := StandardMaterial3D.new() card.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED card.cull_mode = src.cull_mode card.albedo_color = Color.WHITE if detail == "eyes_highlight" \ else CHARACTER_INK mi.set_surface_override_material(s, card) continue var toon: ShaderMaterial = mi.get_surface_override_material(s) as ShaderMaterial if toon == null: continue var look: Dictionary = CHARACTER_LOOK.get( surface_class, CHARACTER_LOOK[SkinSurfaces.BODY]) toon.set_shader_parameter("band_softness", look["band"]) toon.set_shader_parameter("mid_tone", look["mid_tone"]) toon.set_shader_parameter("rim_strength", look["rim"]) toon.set_shader_parameter("shadow_color", CHARACTER_SHADOW) # Eye irises and highlights are flat art on a curved ball; an ink # line around them reads as a second pupil. # The dummy headless renderer has no material backend for an # outline pass and emits teardown errors while following next_pass # RIDs. CI needs the animation/scene graph, not pixels. toon.next_pass = null if detail == "eyes" \ or DisplayServer.get_name() == "headless" \ else outline(look["outline"]) ## First-person weapons live in their own viewport and are read at arm's ## length, so they need a different emphasis from distant world props: a broad ## cool rim for silhouette separation and a small stepped metal glint that ## reveals receivers, magazines and sights without turning the gun glossy. ## This is intentionally viewmodel-only; characters stay matte. const VIEWMODEL_LOOK := { "dark_metal": { "rim": 0.12, "rim_width": 0.26, "band": 0.035, "mid": 0.62, "shadow": Color(0.12, 0.15, 0.25), "cast": 0.34, "specular": 0.14, "shininess": 104.0, "floor": 0.0, "ambient": 0.0, "contrast": 1.12, "saturation": 1.02, "gain": 0.96, "painted_light": 1.15, "vm_shadow": 0.18, "vm_mid": 0.58, "crease": 0.34, "crease_threshold": 0.09, }, "light_metal": { "rim": 0.11, "rim_width": 0.28, "band": 0.045, "mid": 0.70, "shadow": Color(0.30, 0.36, 0.52), "cast": 0.42, "specular": 0.10, "shininess": 112.0, "floor": 0.0, "ambient": 0.0, "contrast": 0.96, "saturation": 0.96, "gain": 0.52, "painted_light": 0.35, "vm_shadow": 0.16, "vm_mid": 0.50, "crease": 0.28, "crease_threshold": 0.10, }, "painted": { "rim": 0.12, "rim_width": 0.30, "band": 0.050, "mid": 0.72, "shadow": Color(0.25, 0.30, 0.46), "cast": 0.44, "specular": 0.035, "shininess": 88.0, "floor": 0.0, "ambient": 0.0, "contrast": 0.90, "saturation": 1.30, "gain": 0.90, "painted_light": 0.88, "vm_shadow": 0.14, "vm_mid": 0.48, "crease": 0.24, "crease_threshold": 0.11, }, "polymer": { "rim": 0.09, "rim_width": 0.26, "band": 0.045, "mid": 0.64, "shadow": Color(0.16, 0.19, 0.29), "cast": 0.38, "specular": 0.015, "shininess": 72.0, "floor": 0.0, "ambient": 0.0, "contrast": 0.82, "saturation": 1.02, "gain": 0.88, "painted_light": 0.88, "vm_shadow": 0.11, "vm_mid": 0.44, "crease": 0.30, "crease_threshold": 0.10, }, } static func _viewmodel_profile(mat: ShaderMaterial) -> String: var value = mat.get_shader_parameter("albedo_color") var color := value as Color if value is Color else Color.WHITE var luma := color.get_luminance() var chroma := maxf(color.r, maxf(color.g, color.b)) \ - minf(color.r, minf(color.g, color.b)) var textured := bool(mat.get_shader_parameter("has_texture")) if textured or chroma > 0.045: return "painted" if luma < 0.34: return "dark_metal" if luma > 0.72: return "light_metal" return "polymer" static func apply_viewmodel_look(root: Node) -> void: for mi in root.find_children("*", "MeshInstance3D", true, false): if not mi.mesh: continue for s in range(mi.mesh.get_surface_count()): var toon := mi.get_surface_override_material(s) as ShaderMaterial if toon == null: continue var look: Dictionary = VIEWMODEL_LOOK[_viewmodel_profile(toon)] toon.set_shader_parameter("rim_strength", look["rim"]) toon.set_shader_parameter("rim_width", look["rim_width"]) toon.set_shader_parameter("band_softness", look["band"]) toon.set_shader_parameter("mid_tone", look["mid"]) toon.set_shader_parameter("shadow_color", look["shadow"]) toon.set_shader_parameter("cast_shadow_depth", look["cast"]) toon.set_shader_parameter("specular_strength", look["specular"]) toon.set_shader_parameter("specular_shininess", look["shininess"]) toon.set_shader_parameter("albedo_floor", look["floor"]) toon.set_shader_parameter("ambient_fill", look["ambient"]) toon.set_shader_parameter("albedo_contrast", look["contrast"]) toon.set_shader_parameter("albedo_saturation", look["saturation"]) toon.set_shader_parameter("albedo_gain", look["gain"]) toon.set_shader_parameter( "viewmodel_light_strength", look["painted_light"]) toon.set_shader_parameter( "viewmodel_shadow_tone", look["vm_shadow"]) toon.set_shader_parameter( "viewmodel_mid_tone", look["vm_mid"]) toon.set_shader_parameter( "viewmodel_crease_strength", look["crease"]) toon.set_shader_parameter( "viewmodel_crease_threshold", look["crease_threshold"]) # Set these explicitly rather than relying on shader defaults. # Runtime-created ShaderMaterials can predate a hot-reloaded shader # default in the editor cache, which left the fill at black. toon.set_shader_parameter( "viewmodel_key_direction", Vector3(-0.42, 0.58, 0.70)) toon.set_shader_parameter( "viewmodel_key_color", Color(0.98, 0.88, 0.76)) toon.set_shader_parameter( "viewmodel_fill_color", Color(0.62, 0.68, 0.88)) ## Swap every mesh surface under `node` to toon shading and add an ## inverted-hull outline overlay. Safe on skinned meshes (material_overlay ## re-renders the same deformed mesh). static func apply_toon_recursive(node: Node, outline_width: float = 0.005) -> void: if node is MeshInstance3D: var mi := node as MeshInstance3D var surface_count: int = mi.mesh.get_surface_count() if mi.mesh else 0 for s in range(surface_count): var src := mi.get_active_material(s) # Some kit surfaces intentionally omit a material. Leaving those # null is visually equivalent to Godot's white default, but the # headless renderer cannot query instance shader parameters from a # null material during scene teardown. Give them an explicit toon # default so runtime map sweeps remain error-free. if src == null: var fallback := StandardMaterial3D.new() fallback.albedo_color = Color(0.78, 0.78, 0.82) src = fallback if src and not (src is ShaderMaterial): mi.set_surface_override_material(s, toonify(src)) var toon := mi.get_surface_override_material(s) as ShaderMaterial if toon: var arrays: Array = mi.mesh.surface_get_arrays(s) var has_vertex_colors: bool = arrays.size() > Mesh.ARRAY_COLOR \ and arrays[Mesh.ARRAY_COLOR] is PackedColorArray \ and not (arrays[Mesh.ARRAY_COLOR] as PackedColorArray).is_empty() toon.set_shader_parameter("use_vertex_color", has_vertex_colors) # Avoid constructing render-only overlay chains on the headless dummy # backend. The real game renderer still receives the complete ink pass. if outline_width > 0.0 and DisplayServer.get_name() != "headless": mi.material_overlay = outline(outline_width) for child in node.get_children(): apply_toon_recursive(child, outline_width) ## ── The sakura cel look ────────────────────────────────────────────────────── ## ## `flat()` above is the older path: toon.gdshader's three-tone break, calibrated ## against imported character textures that already carry painted shading. These ## build on sakura_cel.gdshader instead — a quantised N-band ramp with a ## hue-shifted shadow — which is what flat-coloured world geometry wants. const CEL_SHADER := "res://assets/shaders/sakura_cel.gdshader" ## Ramp ids, matching `ramp_id` in sakura_cel.gdshader. ## ## RAMP_3 the default, and what most of a scene should be ## RAMP_2 two hard tones, for small props whose silhouette does the work ## RAMP_4/5 more steps, for large curved masses that would otherwise show ## their band edges as hard bars across a wall ## RAMP_SOFT* high key: the darkest band is 0.71 rather than 0.36, for pale ## masses (blossom, cloud, plaster) that must stay light even on ## the shadow side enum { RAMP_2 = 0, RAMP_3 = 1, RAMP_4 = 2, RAMP_5 = 3, RAMP_SOFT = 4, RAMP_SOFT3 = 5, } static var _cel_cache: Dictionary = {} static var _unlit_cache: Dictionary = {} ## A cel material. `law` names a SURFACE_LAW as `flat()` does; `faceted` maps to ## the shader's flat_shading and should stay on for anything built out of boxes ## and cylinders, which here is everything. static func cel(color: Color, ramp: int = RAMP_3, tint: Color = SakuraPalette.TINT, law: String = "", faceted: bool = true) -> ShaderMaterial: var key := "%s|%d|%s|%s|%s" % [color.to_html(), ramp, tint.to_html(), law, faceted] if _cel_cache.has(key): return _cel_cache[key] var mat := ShaderMaterial.new() mat.shader = load(CEL_SHADER) mat.set_shader_parameter("albedo_color", color) mat.set_shader_parameter("has_texture", false) mat.set_shader_parameter("ramp_id", ramp) mat.set_shader_parameter("shadow_tint", tint) mat.set_shader_parameter("flat_shading", faceted) _apply_law(mat, law) _cel_cache[key] = mat return mat ## Unlit flat colour — the reference's `flat()`. For sky panels, distant ## silhouettes, sign faces, glass, lit windows and the ink details a cel painter ## would draw rather than light. Anything that takes light instead of being a ## drawing should use cel(). static func unlit(color: Color, double_sided: bool = false) -> StandardMaterial3D: var key := "%s|%s" % [color.to_html(), double_sided] if _unlit_cache.has(key): return _unlit_cache[key] var mat := StandardMaterial3D.new() mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED mat.albedo_color = color if double_sided: mat.cull_mode = BaseMaterial3D.CULL_DISABLED _unlit_cache[key] = mat return mat static func outline(width: float = 0.005) -> ShaderMaterial: var key := "%.4f" % width if _outline_cache.has(key): return _outline_cache[key] var mat := ShaderMaterial.new() mat.shader = load(OUTLINE_SHADER) mat.set_shader_parameter("outline_width", width) _outline_cache[key] = mat return mat