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AssetTint

Defined in: packages/declarative-hex-worlds/src/asset-source/source.ts:78

A multiplicative RGB tint applied to a rendered placement. Each channel is in [0, 1]; white ({ r: 1, g: 1, b: 1 }) is the identity (no change). Because it multiplies the sampled texel colour, it lets a consuming GAME shade a shared tileset atlas per placement WITHOUT re-authoring art:

  • fog-of-war: dim explored-but-unseen tiles toward grey ({r:.5,g:.5,b:.5});
  • season: warm autumn ({r:1,g:.85,b:.6}) or cool winter wash over the board;
  • team/ownership: tint a captured tile toward the owner’s colour. The tint is a render concern — the sim stores the intent, the binding applies it to the material’s color, and the same atlas serves every shading state.

b: number

Defined in: packages/declarative-hex-worlds/src/asset-source/source.ts:84

Blue channel multiplier, [0, 1].


g: number

Defined in: packages/declarative-hex-worlds/src/asset-source/source.ts:82

Green channel multiplier, [0, 1].


r: number

Defined in: packages/declarative-hex-worlds/src/asset-source/source.ts:80

Red channel multiplier, [0, 1].