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# art.sprite
The unlit surface every 2D thing in Nine Bells is drawn with. A sprite is one
quad wearing one material, and this shader does the three things the plain
unlit shader does not.
**Sheet framing.** `frames_x` x `frames_y` cells, `frame` picks one, counting
left to right then top to bottom from 0. A whole run cycle lives in one texture
and one material, so animating is writing a number rather than swapping an
asset. `cell_inset` walks the sampled window in from each cell's edges — asked
for a grid, an image generator draws the borders it was told not to, and the
inset crops that seam off instead of ringing every frame with it.
**Flipping.** `flip_x` mirrors the cell in place, so the doctor faces left
without a second sheet.
**Keying.** The image generators do not write an alpha channel; asked for a
transparent background they paint one. `key_mode` cuts it out here instead:
| `key_mode` | What it keys |
|---|---|
| 0 | off — use the texture's own alpha |
| 1 | plain RGB distance from `key_color` |
| 2 | the grey/white transparency checkerboard a generator paints |
| 3 | **lean** — how far a pixel leans toward `key_color`'s own channels and away from the others |
**Mode 3 is the one to use against generated art on a flat backdrop.** It takes
the backdrop *and* the half-strength spill a generator paints for smoke, glass
and soft edges, while a warm rim light or a bone-white mask that shares part of
the hue survives. Mode 1 cannot do that: the texture is sampled in linear space
while `key_color` is authored in display terms, which pushes half-strength
background pixels far enough from the key colour to survive any tolerance that
still keeps a bone-white mask. Leaning on the hue is immune to that because
both terms move together. `key_despill` then pulls the background's hue back
out of the pixels that survive, which is what removes the coloured fringe on
the cut edge. Against magenta, `key_tolerance` 0.70 and `key_despill` 0.85 are
the tuned values.
Unlit on purpose. The light in Ashcross is painted — lantern pools, censer
glow, firelight — as additive sprites, not as scene lights, so a sprite's
colour is exactly what was drawn times its tint, plus `emissive`.
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backing path · art/rounds/sheet_fallen.material
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