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Per-item model and texture overrides through the vanilla minecraft:custom_data component
({armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,
recipes and datapacks - no custom component, the library stays client-side
A stack naming both model and texture takes over an item nobody registered (any vanilla or
third-party armor piece), with a default glow + trim pass stack
ArmorRenderContext carries the base texture in effect (texture()) and the stack's overrides();
layers deriving assets from the base texture should read it from there