A
Public source catalogue · checked 11 July 2026
What ran, what was studied, and what can be reused.
“Executed” means we ran the source locally against the project goblin or its texture-suppressed proxy. “Studied” means primary code and licensing were checked but no runtime screenshot is presented as evidence.
No official public Sable renderer source was located. The lab uses its official art breakdown as a design reference and tests open implementations of individual mechanisms; it never labels one of them “the Sable renderer.”
| System | Revision / rights | Verified execution | Useful mechanism | Limit |
|---|---|---|---|---|
| Malt | b5ba805…MIT | Blender 5.1.2, live RTX OpenGL | Two-band response; depth, normal, and object-ID lines | Blender architecture, not drop-in Three.js |
| Mœbius-style post | 33f52b…MIT code | Controlled Vite / WebGL2 captures on RTX D3D11 | Depth edges, normal edges, irregular sampling, luma hatch | Article Sandpack pins r149; extraction preserves it; production is direct r184 |
| Godot PSX demo | 91bd249…MIT | Godot 4.6.1 Forward+ captures | Vertex snapping and vertex-lit material response versus low-resolution color-banding, dither, and fullscreen treatment | Pipeline-reach evidence, not a proposed style |
| Krbn | e060584…MIT | OBJ export, typecheck, 312 tests, SVG renders | Silhouette, crease, straight and curvature-following strokes | Offline; normalization/welding reduces 6,140 to 6,102 faces |
| System | Rights position | Why it matters | Disposition |
|---|---|---|---|
| Delt06 Toon RP | MIT code; sample assets separately licensed | Broad custom Unity SRP; README says early-stage and not production-tested | Architecture/code study; no sample-media reuse |
| Kamakura Shaders | MIT code; Dreamy sample CC BY-SA | Broad stylized shader library with explicit sample-rights separation | Technique catalogue; no sample-art copy |
| Garrett Gunnell Post-Processing | MIT code; example media includes third-party game imagery | Small, legible screen-space stylization implementations | Algorithm/code study; no example-media reuse |
| Windokk Mœbius Shader Test | GPL-3.0; demo assets have additional restrictions | Unreal implementation of the same effect family | Visual/source study only |
| Stylized Sky | BSD-3-Clause | Sky and atmosphere as primary look owners | World-lighting study |
| GDQuest Godot Shaders | MIT code; demo art CC BY-NC-SA | Teaching material with mixed media rights | Code study only |
| Non-photorealistic Rendering | MIT code; bundled model/media provenance not established | Minimal C++ / OpenGL NPR reference | Algorithm/code reference; no bundled-media reuse |
| Unity Toon Shader | Unity Companion License | Official production-oriented Unity package | Study only; not a permissive donor |
B
Asset and media honesty
What every image is allowed to claim.
GLB SHA-256 96DF166216E28160C1554A80B6A84BFE900916F11AAC9EB43D9ADE2D45E6A8EC. Atlas SHA-256 58E1246BDE638A603852CBAE6B762231AEAB12E58034628A0A983EE52AD8ABF2. Krbn normalizes and welds an OBJ export to 6,102 faces, so it is the same source asset but not bit-identical topology.
Value before polish: internal project injunction FINAL_DIRECTIVE.md. A post filter needs compatible source rendering: LDhN-JK3U9g@14:34. Depth edges @01:21. Normal edges @02:55. Controlled irregularity @03:03.
Flat base + shadow: 07:25–08:02. Distance profiles: 08:04–11:44. Three line sources: 12:37–14:22; texture ink 13:48–14:22. Held motion: 15:16–15:36. Procreate surfaces: 16:01–16:38.
Primary inspiration sources
C
Decision ledger
The page stops at a verdict.
Its job is to let the Creative Director choose which responsibility deserves a direct Three r184 prototype. Publishing it does not authorize implementation or editor migration.
Real page state
- Navigation: stable anchors and a visible chapter menu.
- Candidate: one sourced approach per section or witness card.
- View stage: the multi-stage Malt and Mœbius labs select complete renders with radios.
- Comparison: a fixed candidate-specific baseline plus a reveal slider. Malt uses matched EEVEE; Mœbius and Godot use within-system baselines.
- Verdict: generated locally; not sent or persisted.
- Migration: unchanged and explicitly withheld.
Why there are no layer checkboxes
The screenshots are complete renders, not independent GPU buffers. Checkboxes would imply arbitrary combinations that were never rendered or verified. Exclusive stage radios match the evidence model.
Paint-led, shader-led, or hybrid surface authority; global versus semantic lines; palette, contrast, shadow floor, atmosphere, and motion language.
Verdict checkpoint
Choose a direction signal, a first prototype, and one unacceptable artifact.
Only the selected mechanism becomes a separate work packet with runtime contracts, performance targets, disposal verification, temporal evidence, and regression tests.