Files
settled-reach/spikes/quaternius-aesthetic/shaders/spike/toon.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;
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;
ALPHA = base_color.a;
}