--- title: "Effects — Visual Assets" description: "Shader, particle, and overlay asset catalog" type: design status: active --- # Effects — Visual Assets Shaders, particles, and overlays — the visual-effects layer distinct from models/textures/artwork/icons. Includes both 3D-scene shaders (toon, recolor-mask, outline) and 2D `CanvasLayer` overlays (fog, cognitive-delay cues). ## Generation Approach Hand-authored GDShader files, proven in the 3dpipeline and quaternius- aesthetic spikes (`toon.gdshader`, `toon_masked.gdshader`, `outline.gdshader`, `toon_garment.gdshader` — see `docs/architecture/character-asset-organization.md` Sections 2 and 11 for the shader family already in production use under `client/assets/characters/shaders/`). New effects (particles, screen-space overlays) are authored per-need; there is no generation pipeline analogous to `/glb-gen`/`/sprite-gen` for this category. ## Assets | ID | Filename | Status | Type | Notes | Sprint/Ticket | |----|----------|--------|------|-------|---------------| This table intentionally excludes the character shader family already tracked and documented in `character-asset-organization.md` (`toon.gdshader`, `toon_masked.gdshader`, `outline.gdshader`, `toon_garment.gdshader`) — that doc is their canonical home. This file catalogs effects/particles/overlays that don't already have a home elsewhere; none exist yet (T-1050 initial creation). ## Cross-References - `docs/architecture/character-asset-organization.md` — character shader family (canonical home, not duplicated here) - [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork)