Make the eyedropper a hybrid material/screen pick
On a foreign object the pipette now reads the data channels (metallic/smoothness/occlusion/emission) texel-exact from the material while taking albedo from the rendered, fully-lit on-screen pixel - so the picked colour honours baked lightmaps/ambient/SSAO while keeping the material's PBR fidelity. Falls back to a pure screen pick when no readable UV is available. Pull the render+readback out of PickFromScreen into a shared TrySampleScreenColor. The pipette now also arms on Ctrl (in addition to Shift), and Ctrl+wheel resizes the brush; the orbit camera ignores the wheel while either modifier is held so it does not zoom and resize at once. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -5,27 +5,23 @@ public partial class MeshPainter
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{
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// --- Pipette (eyedropper) ---
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//
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// A sampling MODE rather than a paint channel: while active, a left-click raycasts onto
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// ANY surface (not just the paint mesh) and reads every channel value at the hit point
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// (albedo, metallic, smoothness, occlusion, emission) into the brush properties - with
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// every opacity/alpha forced to 1 so re-painting reproduces the picked look at full
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// strength.
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// A sampling MODE rather than a paint channel: while active (Shift or Ctrl held, or the HUD toggle), a
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// left-click raycasts onto ANY surface (not just the paint mesh) and reads every channel value at
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// the hit point (albedo, metallic, smoothness, occlusion, emission) into the brush properties -
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// with every opacity/alpha forced to 1 so re-painting reproduces the picked look at full strength.
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//
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// Two read paths, chosen by what was hit:
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// - Our own paint mesh: read texel-exact from the painted maps via ReadCanonical(),
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// which converts both backends (GPU RenderTextures / CPU Texture2D mirrors) into the
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// same canonical layout, so the pick matches what is stored bit-for-bit.
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// - Any foreign object: read texel-exact from its material maps at the hit UV
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// (BaseMap/MetallicGloss/Occlusion/Emission) combined with the material scalars, per
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// the URP/Lit conventions. The UV comes from hit.textureCoord (non-convex MeshCollider)
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// or, when the collider can't supply one (convex MeshCollider / primitive collider), is
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// recovered from the renderer's mesh; it falls back to scalars where a map is absent and
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// to the on-screen pixel where a base map exists but no UV can be resolved.
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// On a FOREIGN object the pick is a HYBRID: the data channels (metallic/smoothness/occlusion/
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// emission) come texel-exact from the material (raw, UNLIT), while albedo is taken from the
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// rendered, fully-lit on-screen pixel ("what you see" - honours baked lightmaps/ambient/SSAO).
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// This combines the PBR fidelity of the material read with the lit look of the screen. When no
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// texel-exact material read is possible (no readable UV / headless) it falls back to a pure screen
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// pick (lit albedo, data channels at defaults). Our own paint mesh and terrain are read texel-exact.
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[Header("Brush - pipette (eyedropper)")]
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[Tooltip("Pipette mode: a click samples ALL channel values at the hit point on ANY surface " +
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"(albedo, metallic, smoothness, occlusion, emission) and adopts them into the brush " +
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"(all alphas set to 1) instead of painting. Held button picks only once.")]
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"(all alphas set to 1) instead of painting. On a foreign object the data channels are read " +
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"texel-exact from the material while albedo comes from the lit on-screen pixel. Held button picks once.")]
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public bool pipette = false;
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/// <summary>
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@@ -48,7 +44,8 @@ public partial class MeshPainter
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/// - our paint mesh -> texel-exact from the painted maps (full PBR);
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/// - terrain ground -> blend of the terrain layers by their splat weights (full PBR);
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/// - terrain tree / detail -> the rendered on-screen colour (no per-instance renderer/UV);
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/// - readable foreign mat -> texel/scalar from its material (full PBR);
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/// - any foreign object -> hybrid: data channels texel-exact from the material, albedo from
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/// the rendered, fully-lit on-screen pixel (baked lightmaps/ambient/SSAO);
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/// - anything else / sky -> the rendered on-screen colour.
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/// </summary>
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private void PickAtScreen(Vector2 screenPos)
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@@ -64,8 +61,7 @@ public partial class MeshPainter
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if (terrain)
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ok = PickFromTerrain(terrain, hit, screenPos);
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else
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// Foreign object: texel/scalar material where readable, else the screen pixel.
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ok = PickFromForeignMaterial(hit) || PickFromScreen(screenPos);
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ok = PickFromForeignHybrid(hit, screenPos);
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}
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}
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else
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@@ -141,6 +137,29 @@ public partial class MeshPainter
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return true;
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}
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/// <summary>
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/// Hybrid foreign-object pick: the data channels (metallic/smoothness/occlusion/emission) come
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/// texel-exact from the material via <see cref="PickFromForeignMaterial"/> (raw, unlit), while
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/// albedo is overwritten with the rendered, fully-lit on-screen pixel ("what you see" - honours
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/// baked lightmaps/ambient/SSAO). When no texel-exact material read is possible (no readable UV /
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/// headless) it falls back to a pure screen pick (lit albedo, data channels at defaults).
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/// </summary>
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private bool PickFromForeignHybrid(RaycastHit hit, Vector2 screenPos)
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{
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if (PickFromForeignMaterial(hit))
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{
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// Keep the material's texel-exact PBR; replace only albedo with the lit on-screen colour.
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// No camera (headless) -> keep the material's raw albedo rather than failing the pick.
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if (TrySampleScreenColor(screenPos, out Color lit))
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brushColor = new Color(Mathf.Clamp01(lit.r), Mathf.Clamp01(lit.g), Mathf.Clamp01(lit.b), 1f);
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return true;
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}
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// No texel-exact material read possible (no renderer/UV, or non-readable mesh behind a convex
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// collider): fall back to the lit screen pixel alone (data channels reset to defaults).
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return PickFromScreen(screenPos);
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}
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/// <summary>
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/// Picks from a foreign object's material at the hit UV: texel-exact texture samples
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/// (where a UV at the hit can be resolved and the map exists) combined with the material
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@@ -329,6 +348,25 @@ public partial class MeshPainter
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/// </summary>
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private bool PickFromScreen(Vector2 screenPos)
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{
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if (!TrySampleScreenColor(screenPos, out Color c)) return false;
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brushColor = new Color(Mathf.Clamp01(c.r), Mathf.Clamp01(c.g), Mathf.Clamp01(c.b), 1f);
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metallic = 0f;
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smoothness = 0f;
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occlusion = 1f;
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emissionColor = new Color(0f, 0f, 0f, 1f);
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return true;
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}
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/// <summary>
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/// Reads the rendered pixel under the cursor (the paint camera re-rendered to a temporary target,
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/// so it works on either render pipeline) without touching any brush channel. Returns the fully-lit
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/// on-screen colour - what is visible, including baked lightmaps/ambient/SSAO. False when no camera
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/// is bound (headless). Shared by <see cref="PickFromScreen"/> and the hybrid albedo override.
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/// </summary>
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private bool TrySampleScreenColor(Vector2 screenPos, out Color color)
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{
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color = default;
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Camera cam = paintCamera;
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if (!cam) return false;
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int w = Mathf.Max(1, cam.pixelWidth), h = Mathf.Max(1, cam.pixelHeight);
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@@ -345,18 +383,12 @@ public partial class MeshPainter
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int py = Mathf.Clamp(Mathf.RoundToInt(screenPos.y), 0, h - 1);
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tmp.ReadPixels(new Rect(px, py, 1, 1), 0, 0, false);
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tmp.Apply(false);
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Color c = tmp.GetPixel(0, 0);
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color = tmp.GetPixel(0, 0);
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cam.targetTexture = prevTarget;
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RenderTexture.active = prevActive;
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RenderTexture.ReleaseTemporary(rt);
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if (Application.isPlaying) Destroy(tmp); else DestroyImmediate(tmp);
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brushColor = new Color(Mathf.Clamp01(c.r), Mathf.Clamp01(c.g), Mathf.Clamp01(c.b), 1f);
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metallic = 0f;
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smoothness = 0f;
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occlusion = 1f;
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emissionColor = new Color(0f, 0f, 0f, 1f);
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return true;
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}
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@@ -622,8 +622,8 @@ public partial class MeshPainter : MonoBehaviour
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return;
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}
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// Shift modifiers: hold Shift for the pipette + Shift+wheel to resize the brush. Runs before
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// the pipette/paint branches below so the same frame's pipette state reflects the held Shift.
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// Modifier keys: Shift or Ctrl = pipette, Shift/Ctrl + wheel resizes the brush. Runs before the
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// pipette/paint branches below so this frame's pipette state is current.
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HandleBrushModifiers();
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if (updateColliderEveryFrame && _skinned)
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@@ -644,13 +644,13 @@ public partial class MeshPainter : MonoBehaviour
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// Brush preview (size + mask) at the hover point - independent of painting AND of the
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// pipette, so you always see the brush footprint: before pressing the button, while the
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// momentary pipette holds Shift, and live as Shift+wheel resizes the brush.
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// momentary pipette holds Shift/Ctrl, and live as Shift/Ctrl+wheel resizes the brush.
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if (previewMode != BrushPreviewMode.Off && _previewMat && paintCamera)
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UpdatePreview(screenPos);
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// Pipette (eyedropper): a fresh click samples ALL channel values at the hit point
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// and adopts them into the brush instead of painting. It takes over the click
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// entirely (no painting), but the brush preview above stays visible.
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// Pipette (eyedropper): a fresh click samples ALL channel values at the hit point and adopts
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// them into the brush instead of painting. It takes over the click entirely (no painting),
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// but the brush preview above stays visible.
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if (pipette)
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{
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EndStrokeIfActive(); // switching to the eyedropper ends any active stroke
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@@ -881,28 +881,31 @@ public partial class MeshPainter : MonoBehaviour
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#endif
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}
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// --- Shift modifiers (paint mode) ---
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// --- Shift/Ctrl modifiers (paint mode) ---
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private bool _shiftHeld; // edge tracking for the momentary pipette
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private bool _pipetteBeforeShift; // pipette toggle state to restore when Shift is released
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private bool _pipetteModHeld; // edge tracking for the momentary pipette (Shift or Ctrl)
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private bool _pipetteBeforeMod; // pipette toggle state to restore when the modifier is released
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/// <summary>
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/// While Shift is held the brush enters pipette (eyedropper) mode and the mouse wheel resizes the
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/// brush (the orbit camera ignores the wheel while Shift is held, so it does not also zoom).
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/// Releasing Shift restores the pipette toggle's prior state. Called every paint-mode frame.
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/// While Shift or Ctrl is held the brush enters the pipette (eyedropper), restoring the toggle's
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/// prior state on release. Shift or Ctrl + the mouse wheel resizes the brush (the orbit camera
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/// ignores the wheel while either is held, so it does not also zoom). Called every paint-mode frame.
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/// </summary>
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private void HandleBrushModifiers()
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{
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// Momentary pipette: arm on the Shift/Ctrl press (remembering the toggle's state), force it on
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// while held (re-arms after a one-shot pick), and restore the prior state on release.
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bool shift = ShiftHeld();
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bool ctrl = CtrlHeld();
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bool mod = shift || ctrl;
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if (mod && !_pipetteModHeld) _pipetteBeforeMod = pipette;
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if (mod) pipette = true;
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else if (_pipetteModHeld) pipette = _pipetteBeforeMod;
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_pipetteModHeld = mod;
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// Momentary pipette: arm on the Shift press (remembering the toggle's state), force it on while
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// held (re-arms after a one-shot pick), and restore the prior state on release.
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if (shift && !_shiftHeld) _pipetteBeforeShift = pipette;
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if (shift) pipette = true;
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else if (_shiftHeld) pipette = _pipetteBeforeShift;
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_shiftHeld = shift;
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if (!shift) return;
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// Shift or Ctrl + wheel resizes the brush (the orbit camera ignores the wheel while either is
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// held, so it does not also zoom).
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if (!mod) return;
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float scroll = ReadScroll();
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if (Mathf.Approximately(scroll, 0f)) return;
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@@ -928,6 +931,19 @@ public partial class MeshPainter : MonoBehaviour
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#endif
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}
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private static bool CtrlHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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var kb = Keyboard.current;
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if (kb != null) return kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed;
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#endif
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#if ENABLE_LEGACY_INPUT_MANAGER
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return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
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#else
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return false;
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#endif
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}
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private static float ReadScroll()
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{
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#if ENABLE_INPUT_SYSTEM
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@@ -191,9 +191,9 @@ public class ThirdPersonOrbitInput : MonoBehaviour
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float scale = CurrentScale();
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// Shift+wheel is reserved for the paint brush resize (MeshPainter), so the orbit camera
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// ignores the wheel while Shift is held - otherwise it would zoom and resize at once.
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float scroll = ShiftHeld() ? 0f : ReadScroll();
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// Shift/Ctrl+wheel is reserved for the paint brush resize (MeshPainter), so the orbit camera
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// ignores the wheel while either is held - otherwise it would zoom and resize at once.
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float scroll = (ShiftHeld() || CtrlHeld()) ? 0f : ReadScroll();
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if (!Mathf.Approximately(scroll, 0f))
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{
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// One wheel notch = one zoom step (sign only), independent of the platform's raw wheel
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@@ -280,6 +280,19 @@ public class ThirdPersonOrbitInput : MonoBehaviour
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#endif
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}
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static bool CtrlHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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var kb = Keyboard.current;
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if (kb != null) return kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed;
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#endif
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#if ENABLE_LEGACY_INPUT_MANAGER
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return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
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#else
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return false;
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#endif
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}
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Vector2 ReadMouseDelta()
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{
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#if ENABLE_INPUT_SYSTEM
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