Files
settled-reach/spikes/quaternius-aesthetic/shaders/spike/outline.gdshader
T
jpmschweitzerandClaude Opus 4.6 c380ef8a84 feat(assets): add Quaternius aesthetic validation spike
Complete character pipeline spike validating the Quaternius rig as
foundation for The Settled Reach's 3D character system.

Validated:
- 65-bone skeleton + Universal Animation Library as rig foundation
- Body segmentation into 15 bone-group regions with 1-ring vertex overlap
- Trellis-generated heads via BoneAttachment3D
- Skin tone texture generation pipeline (9 variants from source)
- Toon shader + inverted hull outline at gameplay zoom
- CharacterVisual class as compositor prototype

Failed (documented):
- Trellis clothing auto-rigging (sculptures, not garments)
- Bone scaling for body type variants (catastrophic joint deformation)
- Runtime per-segment clothing scaling (same failure as Blender-side)

Includes: Blender pipeline scripts (segmentation, auto-rigging, Surface
Deform fitting), Godot showcase with interactive controls, automated
screenshot cycle, smoke tests, team reviews, and VERDICT.md.

D-158 through D-164 locked. Q-060 through Q-062 opened.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-19 13:29:22 +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;
}