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gplan-2/design/art/camp-scene-prompts.md
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DKChan 41f32e1845 文档(营地暖调口径): 按用户裁定改营地整体偏暖、安全温馨、与地下城形成对比,清除过时提案与其派生口径
口径依据=art-bible §2.8「全作最暖」与 §6.2「情绪与色域」;用户否认「远景要冷」为自己所裁,2026-10-23 提案自述过程稿且待作者追认、§5 第 11 条环境子板色值至今未登记。
design/art/camp-scene-prompts.md: 头部依据改指 art-bible §2.8/§6.2;§2 分层理由去冷色占比;§2.1.1 远景片提示词由禁暖改晴天暖调并补正向天光;§2.1.2 由去饱和灰褐暗土改日晒黄土地、放开暖金与暗角禁词、补受光斑块;§4 撤下黄度阈值/冷色占比≥55%/明度 0.30–0.45 三条派生判据,改按 §4.1 两道门登记回填;§5 第 7 条去「冷调」并写实黄土地。
design/art/art-bible.md §6.2「色彩与氛围依据」改指本文件 §2.8 与本节现行口径。
退役 reports/提案-营地色彩与氛围脚本-2026-10-23.md(吸收即死;两处指路句已改为结论内联)。
不动: 分片规格、几何分带、10 层结构、无路无草无物件判据、八件提示词、色值(仍按 §5 第 11 条登记)。
验证: 文档域 8 道闸 run_all_gates.sh --docs exit=0「验收通过·无新增红」(基线 c1acb47c,清理前后各跑一次);件核=全仓 *.md 冲突词与提案文件名引用零命中;tools/ 无读取冷暖判据的闸件,无 spec-AC 双答案。
开工前 CI 现查: c1acb47c run 90 success 且跑闸步真跑过;fd9c8ad9 的 run 86 红已由 ec1c0da1 追绿批闭合。
2026-11-06 05:23:32 +08:00

24 KiB
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营地场景 · 分层生图提示词卡 v1.5

性质:营地场景图(1280×800,一张可点击场景图 + 十张分层:背景层 1 + 围墙层 1 + 八个物件层)的出图执行侧文件。场景级资产,与角色级 art-prompts 并列,两文件互不覆盖。 依据:色彩与氛围 = art-bible §2.8 与 §6.2(营地整体偏暖、安全温馨,与冒险中的地下城形成对比;本卡不复述色值);坐标与层序 = 本卡 §2.3(运行期单一事实源 = game/data/tables/camp_scene_layout.tres);物件命名与消费链 = asset-path-map;画法与交付形态 = art-bible §6.2。画法与用色冲突时以 art-bible 为准。 边界:只管营地场景图的分层出图。角色、图标、格面走 art-prompts.md 与脚本管线,不需要提示词。 建立:2026-10-25 · 状态:十条提示词成文(背景层 1 + 围墙层 1 + 八个物件层);2026-11-05 按地平线 y367 重排,背景层与围墙层待按 §4 新判据重出,门扇随门洞压扁重画


0. 使用流程(四步)

  1. 出图:按下面各条把提示词贴进生图渠道。出图前先放风格参考图(见 §1)。
  2. 入库:候选原图放 artwork/candidates/<资产名>/,文件名 v1.png / v2.png / v3.png。
  3. 后处理:脚本管线代跑——去底转透明、降采样到终稿尺寸(整数倍)、色板量化、四联底测试条。背景层不去底(全幅不透明);围墙层与八个物件层去底转透明。后处理工具清单与用法见 art-pipeline-tools。
  4. 转正:终稿转入切片资产目录,按坐标表接线。

出图顺序(先锁后产,不能跳):概念脚本 → 本卡提示词 → 贴风格参考图先出远景片 bg_far 1 张 → 作者确认风格前缀 → 才出地面片 bg_floor、围墙层与八个物件层。


1. 风格参考图(每次出图都要带)

参考图 作用
artwork/2026-10-23-营地场景/Gemini_Generated_Image_ykrc0nykrc0nykrc.jpg 定色调、氛围、构图关系(作者提供的参照物)
game/assets/art/character/character_hero_idle.png 定像素密度、平涂质感、描边(项目自家已定稿像素图)

禁止拿未经验证的自造图当参考图——风格错了整批全废。

贴参考图时,在提示词末尾接这一句:

Style reference: the attached images are this game's own finished pixel art and its camp scene reference — match only their rendering style, the same pixel density, flat shading, thin warm cream outline and warm limited palette. They are style references only: do not copy their character, gear or props, and do not put any character into the scene.

描边取奶油色,不取参照物的深灰褐:去底脚本走"奶油描边膨胀 3px 当屏障"吞底色,深褐描边会让该步失效。这条是技术前提,不是美术取向;若改深褐,需另换去底方案。


2. 背景层与围墙层(两张,不可点)

围墙从背景层拆出、独立成层:围墙层可单独锁死桩高、门洞做成透明缺口透出背景层的小路;背景层只画天、山、草地与地面,不画任何物件,远景保持淡而退后,让近景的暖调成为画面主角。两层都不可点;按乙工序门先只出背景层 1 张供作者确认风格前缀,确认后才扩产围墙层与八个物件层。

2.1 背景层(scene_camp_bg,不可点,不透明全幅)

产出方式:分两片出图,后处理按 y734 拼成一张 2560×1600。接缝整条落在围墙层(406–734)背后,画面里看不见。

片 出图画布 终稿落位 内容
远景片 bg_far 2560×734(3.5:1 超宽) (0, 0, 1280, 367) 天空+远山+草地+小路
地面片 bg_floor 2560×866(3:1 超宽) (0, 367, 1280, 433) 营地内踩实裸土

为什么分两片:整张一次出图时,模型按「构图好看」分配天地比例,山被挤到画面下半部——三张实测里两张的山体整段落在围墙后面(山体上缘 y280/y227,墙顶 217),远山等于消失。拆开后远景片的全部高度都归天空+山+草地,山才可能长到围墙之上。

2.1.1 远景片(bg_far)

画布比例:3.5:1 超宽。通道支持直接出 2560×734;不支持则按 3:2 出图后纵向压到 3.5:1,构图比例不变 分带(按画面高度):

  • 天空 0–14%
  • 远山 14–55%(山体占 41%,硬指标)
  • 草地 55–100%
  • 小路在草地内:从底边向上收窄,到山脚为止,不越过山脚、不上探到天空 画什么:天空、2–3 层远山、成片草地、草地中央一条土路 不画什么:围墙、门柱、门扇、物件、角色、营地内地面(那是 §2.1.2);山与草地之间禁出现平直硬边
Pixel art style. True pixel art game background, chunky square pixels, strict pixel grid, hard edges, no anti-aliasing, flat colors, limited palette about 20 colors, retro 16-bit look, Aseprite style, flat side view, orthographic, ULTRA WIDE horizontal composition, aspect ratio 3.5 to 1. This is the far view seen from inside a small adventurer camp, looking out. It contains ONLY three bands stacked top to bottom, plus one path. BAND 1 — SKY, from the top edge down to 14 percent of the frame height: pale warm off-white with a faint cream tint, flat and empty, at most one or two extremely simple flat clouds, no sun. BAND 2 — DISTANT HILLS, from 14 percent down to 55 percent of the frame height: two or three overlapping layers of rolling hills in pale warm grey-green, each farther layer lighter and lower in contrast. THE HILLS MUST FILL THIS ENTIRE BAND — the highest ridgeline reaches up to 14 to 20 percent of the frame height and the hill mass continues down to 55 percent; a low ridge hugging the bottom of the frame is WRONG. Silhouette edges are stepped in pixel blocks, no outline, no rim light. BAND 3 — MEADOW, from 55 percent down to the bottom edge: soft pale grey-green grass, flat and low contrast, marked only by a few simple flat grass tufts, no trees, no bushes. PATH — one dirt path in the meadow only: it starts at the bottom edge of the frame in the middle, about one fifth of the frame width there, runs straight up and narrows until it meets the hill foot at 55 percent, where it disappears; it must not go above the hill foot and must not reach the sky. COLOR: an overall warm, sunlit daytime palette — pale cream sky, warm grey-green hills, soft grey-green meadow; gentle warmth throughout, low contrast, no harsh saturation, no sunset or golden-hour cast. LIGHT: bright, dry, clear daylight from above, so the far view reads as a safe open camp in daytime. DO NOT ADD: any palisade wall, fence, gate, gate posts, tent, campfire, crate, barrel, prop, character, animal; any hard straight horizontal seam between sky, hills and meadow — the hill foot dissolves into the meadow through stepped intermediate tones; any outline or rim; trees, forests or dense vegetation; antialiasing, gradients, dithering, painterly strokes, 3D, realistic shading, glossy light, bloom, vignette, night, sunset, a visible sun disc; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge.

2.1.2 地面片(bg_floor)

画布比例:3:1 超宽 内容:营地内被太阳晒着的踩实黄土地,铺满整幅 硬指标:中线与左右两侧同色——没有任何路、小径、车辙;明度读到晴天下被晒亮的干土,不暗、不闷;色相与远景片草地明显区分 不画什么:草、植被、大石块、物件、天空、地平线、围墙、接缝线

Pixel art style. True pixel art game ground texture, chunky square pixels, strict pixel grid, hard edges, no anti-aliasing, flat colors, limited palette about 12 colors, retro 16-bit look, Aseprite style, ULTRA WIDE horizontal composition, aspect ratio 3 to 1. This is the trodden floor INSIDE a small adventurer camp — bare packed dry earth filling the whole frame edge to edge, seen at a shallow angle from slightly above. MATERIAL: dry sunlit yellow earth (trodden loess), a warm ochre-tan packed soil, medium-to-bright value, dry and never muddy or grey. LIGHT: bright, dry, clear daylight from above, with broad soft sunlit patches and gentle tonal variation across the ground. TEXTURE: deliberate pixel clusters only — short paired scuff marks that read as dragged footprints, small scattered pebbles, beaten patches where feet have worn the ground smooth, occasional faint drag marks; density rises slightly toward the bottom edge and the middle stays calm and open. CRITICAL, NO PATH: there is no road, no trail, no track, no wheel rut and no worn strip anywhere in this image — the middle of the frame must look the same as the left and right edges, nothing leads anywhere. DO NOT ADD: grass, vegetation, plants, flowers, moss, lichen; rocks larger than a pebble; crates, sticks, bones, debris piles, tools; water, puddles; shadows of objects; sky, horizon, hills, wall, fence, gate, building; any line, seam, border or edge inside the frame; antialiasing, gradients, dithering, painterly strokes, 3D, realistic shading, glossy light, bloom, vignette; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge.

2.1.3 拼接与后处理

  1. 两片各缩放到终稿尺寸:远景片 1280×367、地面片 1280×433
  2. 按 y367 上下拼接成 1280×800
  3. 量化到营地环境子板(≤32 色)
  4. 需要 2× 档时整数倍放大到 2560×1600
  5. 接缝不做过渡处理——它整条落在围墙(203–367)背后

2.2 围墙层(scene_camp_wall,不可点,透明底)

出图画布:2560×1600(与背景层同画布,门洞 x 坐标直接对齐);墙横贯画在出图 y406–734 这条带内(桩身 y434–734,门柱 y406–734),其余为纯色底 #F2F2F2。落盘由 S4 后处理裁成终稿外接矩形 (0, 203, 1280, 164) / 出图 (0, 406, 2560, 328) 的细条,不做全幅 1280×800 落盘(全幅约 3.9 MB 显存,细条约 0.35 MB)。 画什么:横贯全宽的密排竖木桩墙(左右两段,桩身终稿 150 高)+ 两根略高的门柱(终稿 164 高),门洞处完全透明 不画什么:天空、远山、地面、小路、门扇、七个物件、角色;门洞内不画任何东西,透出背景层的小路

Pixel art style. True pixel art game layer drawn with chunky square pixels, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, a limited palette of about 24 colors, retro 16-bit look, Aseprite style, all ages, flat side view, orthographic, no perspective distortion. Wide horizontal composition, 16:10 aspect ratio. This is the PALISADE WALL LAYER ONLY of a small adventurer camp, drawn on a plain flat uniform light grey #F2F2F2 background for easy keying. A wooden palisade wall runs straight across the full width of the frame, seen from the front, built from closely spaced vertical logs standing side by side with no gaps between them, every log cut to a sharp point at the top, a solid barrier with no horizontal rails, no see-through gaps, no ranch-style post-and-rail fence. The wall stands on the ground line at y=734 of 1600. The LOG BODIES, pointed tips included, rise 300 pixels above that base line — about nineteen percent of the total frame height — so it reads as a real barrier with presence, clearly taller than the gate opening cut into it, not a thin decorative strip. In the middle of the wall one wide gap holds two thick gate posts standing 28 pixels taller than the logs, and the entire opening between them is completely EMPTY — plain flat uniform light grey #F2F2F2 showing through, spanning x=1040 to x=1520 and rising from the base line y=734 up to y=566, no logs, no path, no ground, no scenery inside the opening, because the dirt path and the hills belong to the background layer below and the gate leaves are a separate object layer. The wall is painted in a muted greyed wood brown, with a thin warm cream outline around the whole silhouette, flat shading. Do not add any of the following: realistic, photorealistic or 3D rendering; painterly brushwork, smooth anti-aliased lines, gradient or dithered shading, glossy highlights; black or heavy dark outlines; drop shadows or contact shadows; blur or compression artifacts; a vignette or dark corners; any sky, hills, ground, grass, dirt path or scenery of any kind; any gate leaf, door panel or hinge; any camp object, furniture, crate, barrel, fire, tent or tool; any characters, people, creatures or animals; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border, panel, arrow or UI element.

2.3 出图画布上的坐标(终稿 ×2)

元素 终稿 1280×800 出图画布 2560×1600
顶栏 HUD 保留带 y ≤ 48 y ≤ 96(保持空旷)
远景片 bg_far y 0–367(高 367) y 0–734(高 734,3.5:1)
地面片 bg_floor y 367–800(高 433) y 734–1600(高 866,3:1)
两片接缝 y 367(落在围墙 203–367 背后) y 734(落在围墙 406–734 背后)
地平线(山脚/草地起点) y 与两片接缝重合,墙背后不可见 同左
远山带 y 51–202(画面 14%–55%,山体 41%) y 103–403
草地带 y 202–367 y 403–734
围墙层外接矩形 y 203–367(高 164) y 406–734(高 328)
围墙带(wall 层桩身) y 217–367(高 150px) y 434–734(高 300px)
门柱(wall 层,略高) y 203–367(高 164);x 500–520 / 760–780 y 406–734;x 1000–1040 / 1520–1560
门洞(wall 层透明缺口) y 283–367(高 84);x 520–760 y 566–734(高 168);x 1040–1520
门洞内小路(画在远景片草地内) x 520–760 穿门洞,自接缝 y367 向上收窄,到山脚 y202 消失 x 1040–1520,自 y734 向上收窄,到 y403 消失

3. 八个物件层(透明底,单件各一张)

组装方式(不要逐条重复前缀)

每件提示词 = 风格前缀 + 本件正文 + 否定后缀。前缀与后缀在本节单点定义,八件共用,避免同一段话八处维护。背景层与围墙层用各自的完整提示词(§2.1/§2.2),不用本节的物件前缀。

风格前缀(八件共用,照抄):

Pixel art style. True pixel art game object drawn with chunky square pixels, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, a limited palette of about 24 colors, retro 16-bit look, Aseprite style, all ages, flat side view, orthographic, no perspective distortion, one single object, centered, the whole object visible with a small margin around it, on a plain flat uniform light grey #F2F2F2 background, thin warm cream outline around the whole silhouette, flat shading, and one small dark oval contact shadow directly beneath the object.

否定后缀(八件共用,照抄):

Do not add any of the following: realistic, photorealistic or 3D rendering; painterly brushwork, smooth anti-aliased lines, gradient or dithered shading, glossy highlights; black or heavy dark outlines; blur or compression artifacts; a vignette, dark corners, or any mood darkening; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border, panel, arrow or UI element; any characters, people, creatures or animals; any scenery, any ground plane or any second object — plain flat uniform light grey #F2F2F2 background only.

逐件正文(只替换这一段)

件 z 序 终稿矩形 出图画布 正文
布告板 2 130×140 260×280 §3.1
门扇 3 240×147 480×294 §3.2
木桩 4 120×180 240×360 §3.3
锻炉·铁砧 4 240×240 480×480 §3.4
帐篷 4(不可点) 300×170 600×340 §3.5
宝箱 5 130×90 260×180 §3.6
笔记本 5 100×80 200×160 §3.7
篝火 6 160×160 320×320 §3.8

落位尺寸(2026-11-05 用户裁地平线 y367 重排后):布告板 130×121/门扇 240×138/木桩 120×180/锻炉 240×193/帐篷 251×170/宝箱 106×90/笔记本 100×66/篝火 160×149——贴图锚定=底中心(帐篷/锻炉/宝箱/篝火/笔记本)+顶锚(门扇悬挂/布告板挂墙);命中矩形按锁定值。八件只改落位,门扇另随门洞压扁重画(原 240×211 → 240×138),其余七件沿用现有终稿。

3.1 布告板(→ 图鉴)

A wooden notice board hung on a wall, with two or three blank pinned papers, no writing on them, one corner of a paper slightly curled; wood brown #8A5A34 frame, warm tan stone #C9AF83 papers.

3.2 门扇(→ 冒险)

Two wooden gate leaves hanging from their hinges, half open and tilted outward, each made of thick planks with a cross brace and dark iron fittings, seen from the front, the pair shown together as one single object; the pair together fills a WIDE LOW rectangle about 240 wide by 138 tall, so the leaves read as broad rather than tall, each leaf roughly twice as wide as it is high; wood brown #8A5A34 planks, dark iron fittings.

3.3 木桩(→ 天赋树)

A single wooden training post standing on the ground, wrapped with a straw rope pad around its middle, rounded top; wood brown #8A5A34 post, straw rope in warm tan #C9AF83.

3.4 锻炉·铁砧(→ 锻造工坊)

One single forge object made of two tightly joined parts standing close together with only a small vertical offset: a stone forge with a short chimney and a warm orange glow in its mouth, and directly in front of it a dark iron anvil on a low block, the anvil partly hidden behind the forge; warm tan stone #C9AF83 stone body, wood brown #8A5A34 accents, the forge mouth glowing candlelight yellow #F6C667.

3.5 帐篷(承载件,不可点)

A canvas tent with a low wooden frame and a fabric flap tied back to one side, showing a dark opening; canvas in warm tan #C9AF83, frame and poles in wood brown #8A5A34.

3.6 宝箱(→ 秘宝匣)

A small closed wooden treasure chest with dark iron bands and a small lock plate on the front; wood brown #8A5A34 body, dark iron fittings.

3.7 笔记本(→ 生涯记录)

A small open journal lying flat, pages spread open, no writing on the pages; paper in warm tan #C9AF83, cover in wood brown #8A5A34.

3.8 篝火(→ 离开营地)

A campfire made of a ring of grey stones around crossed stacked logs with a warm orange-yellow flame above them; warm tan stone #C9AF83 stones, wood brown #8A5A34 logs, candlelight yellow #F6C667 flame, and this flame is the single most saturated area of the object.

4. 验收(机检 + 目检)

远景片 bg_far

  • 整体读作晴天暖调、安全温馨,与冒险中的地下城形成对比;色温与色值判据按 §5 第 11 条随环境子板登记回填
  • 整体暖调但保持中等饱和、低对比;远景淡而退后、近景暖调为主,高饱和只留给火焰,禁出现整屏高饱和偏色
  • 机检:山体上缘 ≤ 画面高度 15%(这是硬指标——山体上缘落得越低,被围墙挡住后越是什么都看不见)
  • 机检:山体占画面高度 ≥40%(山体上缘到山脚)
  • 机检:草地上限 ≤ 画面高度 55%
  • 机检:山脚与草地交界处,上下各 8px 窄带的行均色差 ≤6/255(禁平直硬边;旧稿 y321 处约 37/255)
  • 目检:顶部天空空旷、无太阳、云不超过两朵扁平简笔
  • 目检:小路只在草地内,从底边向上收窄到山脚为止,不越过山脚、不上探到天空
  • 目检:无围墙、门柱、门扇、物件、角色

地面片 bg_floor

  • 明度读到晴天下被晒亮的干土,不暗、不闷;硬阈值随环境子板登记回填(§5 第 11 条)
  • 机检:画面中线 200px 带与左右各 250px 带的平均色差 ≤6/255(营地内无路带)
  • 机检:与远景片草地的平均色 (R−B) 差 ≥10/255(两种材质色相可辨)
  • 目检:能读出晴天下被晒过的干土与柔和日晒斑块;禁出现草、植被、大石块、物件、水面;细节读作拖拽脚印/碎石/踩踏斑块,不是满屏噪点

整图(两片拼接后)

  • 接缝 y367 落在围墙 203–367 背后,画面里看不见接缝
  • 单张 ≤32 色(量化后)
  • 全幅无任何独立物件/图标/徽章/标记

围墙层 scene_camp_wall

  • 透明底 #F2F2F2 可去底、奶油描边闭合
  • 桩身 = 出图 y434–734(终稿 150px);门柱 y406–734(终稿 164px);外接矩形 (0,406,2560,328)。桩身超出下沿 y734 达 5px 以上即判红
  • 目检:密排竖木桩、桩顶削尖、不透缝、无横木;门洞 y566–734 / x1040–1520 完全透明(透出 bg 小路)、无门扇;桩身高度须明显大于门洞高度
  • 单张色数 ≤32(量化后)、缩放为整数倍无拉伸痕迹

量化与缩放实况注记:围墙层与八件已按营地主色板 32 色重量化回写(art-bible §4.1 子板行——违例对 0);落位缩放实况=源 2× 档经后处理换算为锁定矩形 contain(×0.1934–0.4404 非整数倍),「整数倍无拉伸痕迹」判据的机检面以落位实测尺寸与目检兜底执行。

八件

  • 单件居中、四周留边、整件完整不出画
  • 底色均匀 #F2F2F2、奶油描边闭合(去底脚本要能识别到屏障)
  • 正下方一个小深色接地影
  • 单张色数 ≤32(量化后)、缩放为整数倍无拉伸痕迹
  • 篝火例外:整张仍画火堆+火焰,命中矩形只取下半(上半火焰只展示不可点),分界线等成图后按实际画面切

5. 已裁(2026-11-05 用户裁;不再阻塞坐标表与定稿)

  1. 地平线与整体分带:地平线定在终稿 y367(出图 y734);地面 433px、可见远景 217px(27%);围墙、门、布告板随之上调
  2. 围墙高度:桩身 150(出图 300)、门柱 164(出图 328)、门洞 84(出图 168);墙高须大于门洞高
  3. 门扇尺寸:贴图 240×138(锁定 240×147),随门洞压扁重画,坐标按门洞 x520–760 对齐
  4. 帐篷:251×170 沿用现终稿,落位 (982, 335),遮住墙下部 32px(覆盖围墙可接受)
  5. 笔记本:随帐篷跟随,落在帐篷左下方外侧、两者不重叠——x = 帐篷 x − 112、y = 帐篷底 + 10
  6. 宝箱离底:贴图底 y744,距画面底 56px;其余物件同步上移 46px
  7. 地面分两区:营地外(y734 以上)=灰绿草地+一条向远山收窄的土路;营地内(y734 至画面底)=被太阳晒着的踩实黄土地、与草地异色相、无草无路无车辙;两区分界被围墙层完全遮住
  8. 背景层分两片出图:远景片 bg_far(2560×734,天空 14%/远山 41%/草地 45%+小路)+ 地面片 bg_floor(2560×866 踩实裸土),后处理按 y734 拼成一张 2560×1600;接缝落在围墙 406–734 背后。分片理由=整张出图时模型把山挤到画面下半部,实测三张里两张山体整段被围墙遮没
  9. 布告板位置:(845, 224, 130, 140),底 345 落在墙内,不再悬空
  10. 描边颜色:奶油色追认——去底脚本「奶油描边膨胀 3px 当屏障」的技术前提随现值锁定(§1 注记同源);改深灰褐须换去底方案全量重出,不裁
  11. 营地环境子板色值:不前置拍板——量化场景实际用色后按 art-bible §4.1 两道门登记(语义检查+RGB 三通道差 ≥8/255),本卡仍不复述色值