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>