What it demonstrates
- Hard-threshold cel shading with crisp lighting bands
- Per-light gating using distance + shadow attenuation
- Tunable diffuse threshold (Lambert term) and specular “spark” threshold
- Material-driven art direction: diffuse tinted by base color, highlights by specular color
Tech
Hard-threshold quantized lighting, per-light contribution gating, Lambert thresholding, sharp specular trigger, outline pass.
Performance notes
Cost mainly scales with number of lights and per-pixel evaluation. First optimization step is reducing active lights and simplifying per-light gating where possible.