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Versions
Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.
playroom-set: the room the table stands in — painted wood, a window with afternoon in it, and the game's photographic finish The set slice builds the whole playroom around the plan's table slab: floorboards and a rug twelve metres below the table edge, four walls and a ceiling, a wide window down the sunny side, skirting, a dado rail, framed pictures, a shelf of toys, a toybox with its lid open and a floor lamp in the corner. The table gets an apron and four legs so its edge - and the drop past it - reads. One procedural shader, playroom_paint, is every wooden surface in here: grain streaks along the board, a seam and a per-board tint across it, and wear patches that rub the paint back. It is built from world position, so a 48 m table slab and a 3 m skirting board carry grain at the same physical size. One post-process pass, playroom_grade, is the whole photographic finish: a tilt-shift band, a bloom on the window light, a warm split-toned grade and a vignette. 0.16 ms of GPU per frame at 1080x1440, measured against the pass it replaces. The band is a fraction of screen HEIGHT and the vignette is measured square-corrected, so a tall frame and a wide one get the same look. The scene's sun, ambient and sky are retuned by name: a low warm key from the window side, a cool dim fill under it, and the plan's ProceduralSky swapped for a flat warm Skybox - the procedural sky was driving the sun's own direction from its time of day and lighting an indoor room with an outdoor blue. The only collider the slice owns is the floorboards, 2.6 m below Rules.TABLE.floorY, so a block that leaves the table is culled before anything here can catch it.
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