- Index 0 · primary tint
- 0.036 · 0.031 · 0.030
- Index 1 · secondary tint
- 0.790 · 0.341 · 0.000
SINGLE-ITEM FEASIBILITY SPIKE
Can we render
the actual material?
Neotenic Starfarer Cover with Ablaze, assembled in your browser from Bungie’s public mobile geometry, texture, and dye assets.
EXPERIMENTAL — NOT AN IN-GAME CAPTURESwitch the public asset pair without changing the decoder profile.
02 / SHADER FIDELITY
Where is the orange?
This baseline separates the public source layers before composing them. The current material candidate is the result of the pinned Neotenic Starfarer Cover and Ablaze investigation. Its categorical selector, dye indices, and ornament-base blend are now frozen as one reusable decoder profile. The source views remain available as diagnostics rather than claims of in-game parity.
Bungie's public mobile geometry, textures, dye payload, and selector map can produce a directionally useful rough preview for this pinned helmet. The decoder profile is explicit and reusable; the second pair below is the first test of whether those same rules generalize.
Pinned helmet decoder · Neotenic Starfarer Cover + Ablaze- Index 2 · primary tint
- 0.269 · 0.045 · 0.010
- Index 3 · secondary tint
- 0.301 · 0.155 · 0.053
- Index 4 · primary tint
- 0.043 · 0.023 · 0.021
- Index 5 · secondary tint
- 0.031 · 0.029 · 0.028
Swatches are converted from Bungie’s linear RGB values for display. Region labels are diagnostic shorthand, not official Bungie names. The gearstack RGB view displays its three color channels together; use Mask A when the alpha channel needs to be isolated. This selected ornament's default and detail layers are public source inputs, not a claim about Destiny's final material composition.
Whether current Bungie TGXM geometry, texture containers, and dye definitions can still produce an interactive browser model.
Exact parity with Destiny’s lighting, animation, emissive effects, wear, cloth simulation, or complete armor coverage.
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