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README.md

Cel Shaded

A stylised, toon-shaded opaque surface built on @builtin::shaders.extended_material, with a warm red-orange base colour (0.9, 0.3, 0.2). The sun's light is cut into flat bands that multiply the base colour, so every band renders the hue of base_color and only its brightness steps; ambient light lifts the side facing away from the sun in the same hue. High roughness (0.8) keeps the surface matte: its specular term stays below the first band, so each lit band is one flat colour.

Inputs

  • colors.base_color: the surface colour every band renders in, multiplied by base_color_texture.
  • floats.roughness (0.8): the size and strength of the specular highlight, which is banded with the rest of the sun's light; 0 is a small bright highlight. At four bands, a roughness of 0.5 or more keeps the highlight below the first band, so none shows.
  • floats.quantize_steps (4): the number of bands the sun's light is cut into; 0 shades smoothly.
  • textures.base_color_texture: an optional surface texture, drawn multiplied by base_color. Unset, it is white, and the surface renders base_color alone.