Writing ALPHA caused Godot to treat all meshes as transparent, breaking
per-pixel depth testing. Hair clipped through the head, clothing through
the body — all caused by object-level depth sorting instead of z-buffer.
Removing ALPHA makes everything opaque with correct depth behavior.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Port proven shaders (toon, toon_masked, outline) and skin tone textures
from quaternius-aesthetic spike to production client. Import 65-bone
armature and Universal Animation Libraries (UAL1 + UAL2). Set
gltf/embedded_image_handling=3 in project.godot (critical import setting).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>