Vergir (talk | contribs)
Add ItemBox layer profiling galleries: six configurations of ten items to measure the cost of the mask passes and the texture blend (with help from vergir-bot LLM)
Vergir (talk | contribs)
Split the flat wear section into the tint-behind and edge-ramp variants (with help from vergir-bot LLM)
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To profile: scroll through one section, '''pause about two seconds''', then move to the next. The pauses segment the recording so each section can be measured separately from a single capture.
To profile: scroll through one section, '''pause about two seconds''', then move to the next. The pauses segment the recording so each section can be measured separately from a single capture.
Note that section 2 keeps the per-tier tint but applies it flat across the whole card, so it will look heavier than anything we would ship. The opacity needs tuning once we know whether the layer is worth keeping at all.


== 1. Baseline ==
== 1. Baseline ==
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{{ItemBox|itemName=Active Reload}} {{ItemBox|itemName=Alchemical Fire}} {{ItemBox|itemName=Arctic Blast}} {{ItemBox|itemName=Berserker}} {{ItemBox|itemName=Bullet Armor}} {{ItemBox|itemName=Cheat Death}} {{ItemBox|itemName=Colossus}} {{ItemBox|itemName=Crippling Headshot}} {{ItemBox|itemName=Divine Barrier}} {{ItemBox|itemName=Echo Shard}}
{{ItemBox|itemName=Active Reload}} {{ItemBox|itemName=Alchemical Fire}} {{ItemBox|itemName=Arctic Blast}} {{ItemBox|itemName=Berserker}} {{ItemBox|itemName=Bullet Armor}} {{ItemBox|itemName=Cheat Death}} {{ItemBox|itemName=Colossus}} {{ItemBox|itemName=Crippling Headshot}} {{ItemBox|itemName=Divine Barrier}} {{ItemBox|itemName=Echo Shard}}


== 2. Flat wear ==
== 2. Flat wear, tint behind the artwork ==
<code>wearMask=no</code> — tint kept, mask dropped. One fewer render pass per card.
<code>wearMask=no</code> — the tint drops behind the icon and the name instead of covering them, so only the card stock is tinted. One fewer render pass per card.


{{ItemBox|itemName=Active Reload|wearMask=no}} {{ItemBox|itemName=Alchemical Fire|wearMask=no}} {{ItemBox|itemName=Arctic Blast|wearMask=no}} {{ItemBox|itemName=Berserker|wearMask=no}} {{ItemBox|itemName=Bullet Armor|wearMask=no}} {{ItemBox|itemName=Cheat Death|wearMask=no}} {{ItemBox|itemName=Colossus|wearMask=no}} {{ItemBox|itemName=Crippling Headshot|wearMask=no}} {{ItemBox|itemName=Divine Barrier|wearMask=no}} {{ItemBox|itemName=Echo Shard|wearMask=no}}
{{ItemBox|itemName=Active Reload|wearMask=no}} {{ItemBox|itemName=Alchemical Fire|wearMask=no}} {{ItemBox|itemName=Arctic Blast|wearMask=no}} {{ItemBox|itemName=Berserker|wearMask=no}} {{ItemBox|itemName=Bullet Armor|wearMask=no}} {{ItemBox|itemName=Cheat Death|wearMask=no}} {{ItemBox|itemName=Colossus|wearMask=no}} {{ItemBox|itemName=Crippling Headshot|wearMask=no}} {{ItemBox|itemName=Divine Barrier|wearMask=no}} {{ItemBox|itemName=Echo Shard|wearMask=no}}
== 2b. Flat wear, ramped from the edges ==
<code>wearMask=ramp</code> — tint stays on top but fades out toward the centre, gathering at the edges where wear belongs. Also one fewer render pass per card.
{{ItemBox|itemName=Active Reload|wearMask=ramp}} {{ItemBox|itemName=Alchemical Fire|wearMask=ramp}} {{ItemBox|itemName=Arctic Blast|wearMask=ramp}} {{ItemBox|itemName=Berserker|wearMask=ramp}} {{ItemBox|itemName=Bullet Armor|wearMask=ramp}} {{ItemBox|itemName=Cheat Death|wearMask=ramp}} {{ItemBox|itemName=Colossus|wearMask=ramp}} {{ItemBox|itemName=Crippling Headshot|wearMask=ramp}} {{ItemBox|itemName=Divine Barrier|wearMask=ramp}} {{ItemBox|itemName=Echo Shard|wearMask=ramp}}


== 3. No icon mask ==
== 3. No icon mask ==