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