- toon.gdshader: banded diffuse with cool-tinted shadows (3 tones), stepped specular, rim light, and an optional world-triplanar albedo path so level geometry keeps the 0.5 m grid with no UVs - toon_outline.gdshader: inverted-hull ink outline, applied via material_overlay so it works on skinned (deforming) meshes - LevelMaterials: tinted() now returns toon grid materials; toonify()/ apply_toon_recursive() convert imported character/prop materials in place - SkinnedPlayerModel: characters get toon shading + outline on load - LevelEnvironment: shared stylized environment for all maps — saturated anime sky, linear tonemap (filmic/ACES crush cel bands), bloom for emissives, saturation+contrast grade, light depth haze; test level and dust2 now use it and the procedural arena (which had NO environment) gets it plus runtime toonification of its baked geometry Co-Authored-By: Claude Fable 5 <[email protected]>
18 lines
514 B
Plaintext
18 lines
514 B
Plaintext
shader_type spatial;
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render_mode cull_front, unshaded;
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// Inverted-hull outline. Assign as material_overlay on a GeometryInstance3D:
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// the mesh renders a second time, grown along its normals with front faces
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// culled, leaving a colored shell visible only at the silhouette.
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uniform vec4 outline_color : source_color = vec4(0.06, 0.05, 0.09, 1.0);
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uniform float outline_width : hint_range(0.0, 0.1) = 0.02;
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void vertex() {
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VERTEX += NORMAL * outline_width;
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}
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void fragment() {
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ALBEDO = outline_color.rgb;
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}
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