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.