Saturation soft knee: values roll off gently above 0.8 instead of clipping at 100 percent, which flattened hues and looked burned. Icon Saturation Boost default rebalanced to 2.2 now that chroma compensation shares the work.
1.0.8
Chroma compensation: pixels gain saturation in proportion to the light they gain, so the brightness lift feeds color instead of washing icons toward white.
Fully transparent pixels are skipped.
1.0.7
Rebuilt icons keep their mip chain, fixing the pixelated look at small sizes (slots, map pins).
Saturation boost is now gated by brightness: shadows and outlines keep their original color instead of turning muddy.
Icon Contrast default lowered to 0.2, the S curve was crushing dark edges.
1.0.6
Name filter supports * (left part followed by right part). Default filter now targets crops, pickables, saplings and seeds only, animals and other RtD assets are no longer touched.
Defaults tuned from live testing: Brightness Gamma 0.55, Icon Saturation Boost 2.6, Icon Exceptions Rice:0.5.
1.0.5
Icon Brightness Gamma setting (default 0.45): icons get their own stronger light curve, independent from 3D materials.
Icon Exceptions setting: per item weight (Name:Weight) to scale down the effect on items that come out too strong.
1.0.4
Icon Contrast setting (default 0.35): an S curve restores depth after the gamma lift, icons looked milky without it. Icon Saturation Boost default raised to 2.2.
1.0.3
Icon Saturation Boost setting (default 1.8): icons get a dedicated color curve since they have no scene lighting, fixing the washed out look. Brightness Gamma default is now 0.6.
1.0.2
Items are now discovered through their world prefab (Pickable component) instead of by name, which fixes inventory and map pin icons staying dark. Icons are also swapped earlier (ObjectDB) so nothing keeps the dark version. Saturation default raised to 1.4.
1.0.1
Gamma based brightening (lifts dark colors properly) and main texture processing for 3D models. Brightness Multiplier replaced by Brightness Gamma.
1.0.0
Initial release: brightness and saturation multipliers for matching prefab materials and item icons.
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