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IBL Post Effect in Hexels

I wrote a normal map lighting shader for Hexels as a proof of concept... and then got carried away.

The input is a Hexels layer with RGB colors interpreted as normal vectors. Because isometric art never shows anything behind the model, there is no need for scale and bias, making hand painting normals very easy: green is up, red is right, and blue is forward. Even combinations of colors work well for ramps (cyan, yellow, magenta, etc).