Skew
A presentation correction shader built around camera constraints

An experimental presentation that applies Skew correction only to the character — while keeping the background camera unchanged — to compensate for the fact that the character's feet and lower body are hard to see from the RTS top-down camera.
Skew
Problem
FlashGambit used a top-down camera by the nature of RTS.
However, under a top-down framing, characters look squashed from above and the silhouette of the feet and lower body is hard to read.
Implementation
The background had to keep its top-down framing, so instead of tilting the camera, Skew correction was applied only to the character.
The character mesh is tilted slightly along the screen direction, so the actual camera structure is preserved while the character appears to stand more upright.
Result
The background keeps its existing top-down framing, while the character is improved so that the silhouette of the feet and lower body reads more clearly.
This preserves RTS-screen readability while reinforcing the character's form recognition.