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settled-reach/spikes/3dpipeline/shaders/spike/outline.gdshader
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jpmschweitzerandClaude Opus 4.6 f204bf3372 feat(assets): add 3D pipeline spike — Trellis to Godot with recoloring
Proves the full asset pipeline: concept image → Trellis 3D → Blender
post-process → Godot render with toon shader and recolor masks.

Key findings:
- gltf/embedded_image_handling=3 required (extract mode silently fails)
- Luminance-preserving recolor shader keeps texture detail
- Trellis output quality is sufficient for isometric game assets
- Camera uses pivot-based system with screen-aligned WASD pan

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 23:33:35 +01:00

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shader_type spatial;
render_mode unshaded, cull_front;
uniform vec4 outline_color : source_color = vec4(0.1, 0.1, 0.15, 1.0);
uniform float outline_width : hint_range(0.0, 0.1) = 0.03;
void vertex() {
// Inverted hull outline: push vertices along normals, render back faces only
VERTEX += NORMAL * outline_width;
}
void fragment() {
ALBEDO = outline_color.rgb;
}