docs(assets): 3D-model+texture catalog, glb-gen production path, conventions (T-1050)
Instantiates the five D-244 catalog files (models/textures/artwork/icons/
effects — icons carries the 13 as-built SVGs, stance icons traced to their
consumer and marked final), creates client/assets/models/{furniture,props}
with a schema-documented manifest.json mirroring the character manifest,
fixes glb-gen SKILL.md's stale 'path does not exist' paragraph, and authors
docs/assets/visual/conventions.md: category-first model naming (araminta
ruling), mask sidecars per the character convention, D-235-token-keyed
texture naming, footprint_tiles as manifest metadata. Door-state and
TileSet conventions are recorded as explicit deferrals (Phase-5 owned).
visual/README.md carries both this ticket's count/link updates and
T-1052's palette-section rewrite (shared file, committed here).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
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title: "Effects — Visual Assets"
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description: "Shader, particle, and overlay asset catalog"
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type: design
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status: active
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---
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# Effects — Visual Assets
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Shaders, particles, and overlays — the visual-effects layer distinct from
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models/textures/artwork/icons. Includes both 3D-scene shaders (toon,
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recolor-mask, outline) and 2D `CanvasLayer` overlays (fog, cognitive-delay
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cues).
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## Generation Approach
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Hand-authored GDShader files, proven in the 3dpipeline and quaternius-
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aesthetic spikes (`toon.gdshader`, `toon_masked.gdshader`,
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`outline.gdshader`, `toon_garment.gdshader` — see
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`docs/architecture/character-asset-organization.md` Sections 2 and 11 for
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the shader family already in production use under
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`client/assets/characters/shaders/`). New effects (particles, screen-space
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overlays) are authored per-need; there is no generation pipeline analogous to
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`/glb-gen`/`/sprite-gen` for this category.
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## Assets
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| ID | Filename | Status | Type | Notes | Sprint/Ticket |
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|----|----------|--------|------|-------|---------------|
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This table intentionally excludes the character shader family already
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tracked and documented in `character-asset-organization.md` (`toon.gdshader`,
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`toon_masked.gdshader`, `outline.gdshader`, `toon_garment.gdshader`) — that
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doc is their canonical home. This file catalogs effects/particles/overlays
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that don't already have a home elsewhere; none exist yet (T-1050 initial
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creation).
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## Cross-References
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- `docs/architecture/character-asset-organization.md` — character shader family (canonical home, not duplicated here)
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- [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork)
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