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settled-reach/client/assets/characters/shaders/toon.gdshader
T
jpmschweitzerandClaude Opus 4.6 8218d5a942 fix(client): remove ALPHA output from toon shaders — fixes depth sorting
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>
2026-03-23 15:39:05 +01:00

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shader_type spatial;
render_mode unshaded;
uniform vec4 base_color : source_color = vec4(0.8, 0.6, 0.4, 1.0);
uniform vec4 shadow_color : source_color = vec4(0.4, 0.3, 0.2, 1.0);
uniform float shadow_threshold : hint_range(0.0, 1.0) = 0.5;
void fragment() {
// Simple toon shading: use normal dot light to pick between base and shadow
vec3 light_dir = normalize(vec3(0.3, -1.0, 0.5));
float ndl = dot(NORMAL, -light_dir);
float toon = step(shadow_threshold, ndl);
vec3 color = mix(shadow_color.rgb, base_color.rgb, toon);
ALBEDO = color;
}