Art: LANTERN A0 material foundation — palette atlas + 3 master materials
The material-decision keystone (Art_Direction_Lantern / Lantern_Art_Pipeline_Recipes): one shared palette atlas + ~3 materials, zero per-asset texturing. - PaletteAtlas.png: 8x8 swatch grid encoding the ontology (warm-gold light / corpse-green + cold-blue gloam / lure-red bait / white-hot conversion / neutral / steel); sRGB, point, no-mip, clamp, uncompressed. - M_Lit_Palette (statics, Lit URP graph), M_Skinned_Palette (creatures/suits, the deformation-aware AnimatedLitShader with per-instance tint + vertex-colour), M_Emissive_Gloam (URP/Lit + HDR emission; hue/intensity = the gloam param axis). All wired to the atlas. Dedicated master-shader graphs (flicker param, Hybrid-Per-Instance on statics) + the style-proof scene are the next A0 steps. Verified by material values, not just a render. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ef4eaf188accb642b58a25abc8a724e
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user