Gradients
Where the look lives. Five rows of one atlas.
Edit them
Open GA_FortCharacter, or Fort → Open GA_FortCharacter. Drag stops. It re-bakes as you go, so every material reading it updates live and none of them has to be recompiled.
| Row | Read with | What it decides |
|---|---|---|
DiffuseFalloff | remapped N·L | the highlight, the mid tone, the core shadow, and where the transitions sit |
SkinDiffuseFalloff | the same | the redder ramp skin blends toward |
SkinUnderglow | the underglow mask | the wax colour |
FresnelEnemy | the rim mask | red rim |
FresnelAlly | the rim mask | blue rim |
Why a gradient
A dot product decides where your terminator falls and how hard it is. A gradient means an artist decides instead - three tones and two transitions, placed by dragging.
It is also what stands in for an ambient term. The ramp never reaches black at the dark end, so nothing on a character ever goes fully unlit, and there is no ambient light anywhere in the model to make that happen.
One per character
GA_FortCharacter is a default, not a fixture.
- Fort → New Character Atlas… and pick where it goes.
- Edit the copy.
- On the character's instance, point
Atlasat the copy's baked texture.
Atlas wants the baked texture - the sibling T_ asset - not the Gradient asset itself.
Keep the row order and you are done. Change it and set the five Row scalars to match: RowDiffuse, RowSkinDiffuse, RowUnderglow, RowRimEnemy, RowRimAlly. They are parameters rather than names resolved at compile time, so your atlas does not have to match an order it did not choose.
Row is a whole number. A fraction lands between two rows and the filter blends them.
Atlas parameter, so a character reading four rows spends one sampler on them, not four.
Starting points
| Row | Aim for |
|---|---|
| Diffuse falloff | a dark plateau, a knee somewhere near the middle, a bright plateau. The knee position is the terminator; the knee width is how hard it reads |
| Skin falloff | the same shape, but the dark end goes red rather than blue-grey |
| Underglow | black, up into a deep red, back to black. It is an additive term, so the ends must be black |
| Rims | black for the first half or more, then up hard past 1.0. The flat black start is what keeps the rim on the silhouette instead of washing the body |