🎨 texture studio
load a model first — its materials appear here for live editing.
materials
inspector
texture swap any image → this material
band tint — global Y ramp
live: hue/sat/brightness/tint rewrite material.color (the map multiplier — uniform-safe, no shader recompiles); emissive/roughness/metalness are direct param sets; map toggle + swap are session-live. band tint = onBeforeCompile world-Y ramp (gradient or 3-zone). export bakes everything: tints → material colors, band → vertex COLOR_0, swapped textures embedded. state persists to ?tex= + localStorage per asset (big swaps session-only).