diff --git a/Assets/Scripts/Components/MeshPainter/MeshPainter.Persistence.cs b/Assets/Scripts/Components/MeshPainter/MeshPainter.Persistence.cs
index ad7d61d..d150c4e 100644
--- a/Assets/Scripts/Components/MeshPainter/MeshPainter.Persistence.cs
+++ b/Assets/Scripts/Components/MeshPainter/MeshPainter.Persistence.cs
@@ -30,7 +30,8 @@ public partial class MeshPainter
// is), so saves without a fur.png load fine - the fur map stays seeded (bald). NOTE: the fur.png layout
// changed to R = length (was RGB colour + A length); pre-change fur.png files load stale length data and
// should be repainted.
- private const int PaintMetaVersion = 6;
+ // v8: camoSaturation semantics changed to an offset (0 = neutral, -1 = greyscale; was 1 = neutral in v7).
+ private const int PaintMetaVersion = 8;
private const string MetaFileName = "painting.json";
private const string AlbedoFileName = "albedo.png";
@@ -57,6 +58,7 @@ public partial class MeshPainter
public float camoHalfLambert;
public float camoHalfLambertBrightness;
public float camoSpecularDampen;
+ public float camoSaturation; // v7+; remapped on load per meta.version (semantics changed in v8)
public float occlusionThreshold;
public float heightNormalIntensity;
public float parallaxIntensity;
@@ -149,6 +151,7 @@ public partial class MeshPainter
camoHalfLambert = CamoHalfLambert,
camoHalfLambertBrightness = CamoHalfLambertBrightness,
camoSpecularDampen = CamoSpecularDampen,
+ camoSaturation = CamoSaturation,
occlusionThreshold = OcclusionThreshold,
heightNormalIntensity = HeightNormalIntensity,
parallaxIntensity = ParallaxIntensity,
@@ -200,6 +203,12 @@ public partial class MeshPainter
CamoHalfLambert = meta.camoHalfLambert;
CamoHalfLambertBrightness = meta.camoHalfLambertBrightness;
CamoSpecularDampen = meta.camoSpecularDampen;
+ // Saturation semantics changed in v8 (0 = neutral, -1 = greyscale; was 1 = neutral in v7).
+ // v7 stored the old scheme -> shift by -1 to preserve its look. Pre-v7 has no field (deserializes
+ // to 0), which is already neutral under the new scheme.
+ CamoSaturation = meta.version >= 8 ? meta.camoSaturation
+ : meta.version == 7 ? meta.camoSaturation - 1f
+ : 0f;
OcclusionThreshold = meta.occlusionThreshold;
HeightNormalIntensity = meta.heightNormalIntensity;
ParallaxIntensity = meta.parallaxIntensity;
diff --git a/Assets/Scripts/Components/MeshPainter/MeshPainter.cs b/Assets/Scripts/Components/MeshPainter/MeshPainter.cs
index ebe727c..3549c1d 100644
--- a/Assets/Scripts/Components/MeshPainter/MeshPainter.cs
+++ b/Assets/Scripts/Components/MeshPainter/MeshPainter.cs
@@ -78,6 +78,16 @@ public partial class MeshPainter : MonoBehaviour
set => SetMatFloat(SpecularDampenId, value);
}
+ /// General colour saturation of the shaded body (0 = neutral, -1 = greyscale, >0 = punchier).
+ /// A camo body-tone knob alongside ; drives the material's
+ /// _Saturation (offset: shader lerps to grey by 1 + value). Persisted + replicated with the
+ /// other camo knobs (see ).
+ public float CamoSaturation
+ {
+ get => GetMatFloat(SaturationId, 0f);
+ set => SetMatFloat(SaturationId, value);
+ }
+
// Painted-height look knobs on the same material instance, surfaced/guarded/persisted/replicated
// like the camo knobs above. Defaults match the shader so the unpainted look is unchanged.
@@ -104,11 +114,12 @@ public partial class MeshPainter : MonoBehaviour
set => SetMatFloat(ParallaxId, Mathf.Max(0f, value) * ParallaxBase);
}
- /// The three camo knobs as one vector (x = half-Lambert, y = its brightness, z = specular dampen).
- public Vector3 CamoKnobs
+ /// The four camo knobs as one vector (x = half-Lambert, y = brightness, z = specular dampen,
+ /// w = saturation) - one payload for persistence + network replication.
+ public Vector4 CamoKnobs
{
- get => new(CamoHalfLambert, CamoHalfLambertBrightness, CamoSpecularDampen);
- set { CamoHalfLambert = value.x; CamoHalfLambertBrightness = value.y; CamoSpecularDampen = value.z; }
+ get => new(CamoHalfLambert, CamoHalfLambertBrightness, CamoSpecularDampen, CamoSaturation);
+ set { CamoHalfLambert = value.x; CamoHalfLambertBrightness = value.y; CamoSpecularDampen = value.z; CamoSaturation = value.w; }
}
/// The three painted-height knobs as one vector (x = occlusion threshold, y = relief normal intensity, z = parallax intensity).
@@ -454,6 +465,7 @@ public partial class MeshPainter : MonoBehaviour
private const float ParallaxBase = 0.02f;
private static readonly int HalfLambertId = Shader.PropertyToID("_HalfLambert");
private static readonly int HalfLambertBrightnessId = Shader.PropertyToID("_HalfLambertBrightness");
+ private static readonly int SaturationId = Shader.PropertyToID("_Saturation");
private static readonly int SpecularDampenId = Shader.PropertyToID("_SpecularDampen");
private static readonly int XRayColorId = Shader.PropertyToID("_XRayColor");
private static readonly int XRayPulseSpeedId = Shader.PropertyToID("_XRayPulseSpeed");
diff --git a/Assets/Scripts/Components/UI/PaintHud/PaintHud.Persistence.cs b/Assets/Scripts/Components/UI/PaintHud/PaintHud.Persistence.cs
index 2fda77f..8fa2d79 100644
--- a/Assets/Scripts/Components/UI/PaintHud/PaintHud.Persistence.cs
+++ b/Assets/Scripts/Components/UI/PaintHud/PaintHud.Persistence.cs
@@ -20,9 +20,11 @@ public partial class PaintHud
"defaults every session.")]
public bool persistHud = true;
- // v2: HudValues gained fur (toggle) + furLength. Bumping discards pre-v2 saves so the new fur fields
- // fall back to the painter's prefab defaults instead of deserializing as 0/false.
- private const int HudFileVersion = 2;
+ // v2: HudValues gained fur (toggle) + furLength. v3: gained camoSaturation. v4: camoSaturation
+ // semantics changed to an offset (0 = neutral, was 1). Bumping discards older saves so the fields
+ // fall back to the painter's prefab/material defaults instead of stale/old-scheme values (a v3 save
+ // stored saturation 1 = old-neutral, which would read as punchier now).
+ private const int HudFileVersion = 4;
// Auto-save bookkeeping. Brush edits are debounced (sliders fire every frame while dragged): the due
// time is pushed forward and written once they settle.
@@ -41,7 +43,7 @@ public partial class PaintHud
// Camo knobs live on the material instance, which only exists after the painter's Start: a restored
// (disk) or carried (respawn) value waits here and is applied in the LateUpdate ready-gate.
// _camoEverReady gates carry/save so the not-yet-ready 0 never overwrites the authored value.
- private Vector3 _pendingCamo;
+ private Vector4 _pendingCamo; // (x,y,z,w) = CamoKnobs (halfLambert, brightness, specularDampen, saturation)
private bool _hasPendingCamo;
private bool _camoEverReady;
@@ -95,7 +97,7 @@ public partial class PaintHud
public int activeBrushIndex;
public int sprayDots;
public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
- public float camoHalfLambert, camoHalfLambertBrightness, camoSpecularDampen; // PlayerCamoLit material knobs
+ public float camoHalfLambert, camoHalfLambertBrightness, camoSpecularDampen, camoSaturation; // PlayerCamoLit material knobs
public float occlusionThreshold, heightNormalIntensity, parallaxIntensity; // painted-height knobs (material-backed)
}
@@ -170,9 +172,10 @@ public partial class PaintHud
// save files (applying their 0 would clobber the authored camo).
if (state.hasCamoValues && state.values != null)
{
- _pendingCamo = new Vector3(state.values.camoHalfLambert,
+ _pendingCamo = new Vector4(state.values.camoHalfLambert,
state.values.camoHalfLambertBrightness,
- state.values.camoSpecularDampen);
+ state.values.camoSpecularDampen,
+ state.values.camoSaturation);
_hasPendingCamo = true;
}
@@ -228,6 +231,7 @@ public partial class PaintHud
_savedValues.camoHalfLambert = _lastSeenValues.camoHalfLambert = painter.CamoHalfLambert;
_savedValues.camoHalfLambertBrightness = _lastSeenValues.camoHalfLambertBrightness = painter.CamoHalfLambertBrightness;
_savedValues.camoSpecularDampen = _lastSeenValues.camoSpecularDampen = painter.CamoSpecularDampen;
+ _savedValues.camoSaturation = _lastSeenValues.camoSaturation = painter.CamoSaturation;
_savedValues.occlusionThreshold = _lastSeenValues.occlusionThreshold = painter.OcclusionThreshold;
_savedValues.heightNormalIntensity = _lastSeenValues.heightNormalIntensity = painter.HeightNormalIntensity;
_savedValues.parallaxIntensity = _lastSeenValues.parallaxIntensity = painter.ParallaxIntensity;
@@ -298,6 +302,7 @@ public partial class PaintHud
&& p.CamoHalfLambert == v.camoHalfLambert
&& p.CamoHalfLambertBrightness == v.camoHalfLambertBrightness
&& p.CamoSpecularDampen == v.camoSpecularDampen
+ && p.CamoSaturation == v.camoSaturation
&& p.OcclusionThreshold == v.occlusionThreshold
&& p.HeightNormalIntensity == v.heightNormalIntensity
&& p.ParallaxIntensity == v.parallaxIntensity;
@@ -322,9 +327,10 @@ public partial class PaintHud
// by _camoEverReady so a carry taken before any material was ready can't apply a stale 0.
if (_camoEverReady)
{
- _pendingCamo = new Vector3(_carry.camoHalfLambert,
+ _pendingCamo = new Vector4(_carry.camoHalfLambert,
_carry.camoHalfLambertBrightness,
- _carry.camoSpecularDampen);
+ _carry.camoSpecularDampen,
+ _carry.camoSaturation);
_hasPendingCamo = true;
_pendingHeight = new Vector3(_carry.occlusionThreshold,
_carry.heightNormalIntensity,
@@ -365,6 +371,7 @@ public partial class PaintHud
v.camoHalfLambert = from.CamoHalfLambert;
v.camoHalfLambertBrightness = from.CamoHalfLambertBrightness;
v.camoSpecularDampen = from.CamoSpecularDampen;
+ v.camoSaturation = from.CamoSaturation;
v.occlusionThreshold = from.OcclusionThreshold;
v.heightNormalIntensity = from.HeightNormalIntensity;
v.parallaxIntensity = from.ParallaxIntensity;
@@ -401,6 +408,7 @@ public partial class PaintHud
to.CamoHalfLambert = v.camoHalfLambert;
to.CamoHalfLambertBrightness = v.camoHalfLambertBrightness;
to.CamoSpecularDampen = v.camoSpecularDampen;
+ to.CamoSaturation = v.camoSaturation;
to.OcclusionThreshold = v.occlusionThreshold;
to.HeightNormalIntensity = v.heightNormalIntensity;
to.ParallaxIntensity = v.parallaxIntensity;
@@ -459,6 +467,7 @@ public partial class PaintHud
_defaults.camoHalfLambert = painter.CamoHalfLambert;
_defaults.camoHalfLambertBrightness = painter.CamoHalfLambertBrightness;
_defaults.camoSpecularDampen = painter.CamoSpecularDampen;
+ _defaults.camoSaturation = painter.CamoSaturation;
_defaults.occlusionThreshold = painter.OcclusionThreshold;
_defaults.heightNormalIntensity = painter.HeightNormalIntensity;
_defaults.parallaxIntensity = painter.ParallaxIntensity;
diff --git a/Assets/Scripts/Components/UI/PaintHud/PaintHud.cs b/Assets/Scripts/Components/UI/PaintHud/PaintHud.cs
index c56d0d3..5793510 100644
--- a/Assets/Scripts/Components/UI/PaintHud/PaintHud.cs
+++ b/Assets/Scripts/Components/UI/PaintHud/PaintHud.cs
@@ -59,7 +59,8 @@ public partial class PaintHud : MonoBehaviour
private const string SliderSprayDotAlphaMin = "Slider_SprayDotAlphaMin";
private const string SliderSprayDotAlphaMax = "Slider_SprayDotAlphaMax";
private const string SliderHalfLambert = "Slider_HalfLambert";
- private const string SliderHalfLambertBrightness = "Slider_HalfLambertBrightness";
+ private const string SliderBrightness = "Slider_Brightness";
+ private const string SliderSaturation = "Slider_Saturation";
private const string SliderSpecularDamp = "Slider_SpecularDamp";
private const string SliderOcclusionThreshold = "Slider_OcclusionThreshold";
private const string SliderNormalIntensity = "Slider_NormalIntensity";
@@ -253,7 +254,8 @@ public partial class PaintHud : MonoBehaviour
// Camo knobs are material-backed and not readable yet (the HUD binds before the painter's Start);
// SyncCamoSliders re-seeds them once IsReady. Setting a slider before then is a safe no-op.
WireSlider(panel, SliderHalfLambert, painter ? painter.CamoHalfLambert : 0f, v => { if (painter) painter.CamoHalfLambert = v; });
- WireSlider(panel, SliderHalfLambertBrightness, painter ? painter.CamoHalfLambertBrightness : 0f, v => { if (painter) painter.CamoHalfLambertBrightness = v; });
+ WireSlider(panel, SliderBrightness, painter ? painter.CamoHalfLambertBrightness : 0f, v => { if (painter) painter.CamoHalfLambertBrightness = v; });
+ WireSlider(panel, SliderSaturation, painter ? painter.CamoSaturation : 0f, v => { if (painter) painter.CamoSaturation = v; });
WireSlider(panel, SliderSpecularDamp, painter ? painter.CamoSpecularDampen : 0f, v => { if (painter) painter.CamoSpecularDampen = v; });
// Painted-height knobs: material-backed like the camo sliders above.
@@ -333,7 +335,8 @@ public partial class PaintHud : MonoBehaviour
if (!_panel || !painter) return;
var panel = _panel.transform;
SetSlider(panel, SliderHalfLambert, painter.CamoHalfLambert);
- SetSlider(panel, SliderHalfLambertBrightness, painter.CamoHalfLambertBrightness);
+ SetSlider(panel, SliderBrightness, painter.CamoHalfLambertBrightness);
+ SetSlider(panel, SliderSaturation, painter.CamoSaturation);
SetSlider(panel, SliderSpecularDamp, painter.CamoSpecularDampen);
// Painted-height knobs share the same material-ready timing as the camo sliders.
SetSlider(panel, SliderOcclusionThreshold, painter.OcclusionThreshold);
diff --git a/Assets/Scripts/Network/PlayerPaintSync.cs b/Assets/Scripts/Network/PlayerPaintSync.cs
index ba8fc79..b39a1ba 100644
--- a/Assets/Scripts/Network/PlayerPaintSync.cs
+++ b/Assets/Scripts/Network/PlayerPaintSync.cs
@@ -69,12 +69,12 @@ public class PlayerPaintSync : NetworkBehaviour
private readonly NetworkVariable _emissionIntensity =
new(1f, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
- // Per-player camo knobs on the PlayerCamoLit material (x = HalfLambert, y = its brightness,
- // z = specular dampen) - material values like emission intensity, applied once the remote painter
- // is ready and on every change. The default mirrors Player.mat's authored camo so the brief
- // pre-publish spawn frame shows no flash.
- private readonly NetworkVariable _camo =
- new(new Vector3(0.5f, 0f, 0.1f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
+ // Per-player camo knobs on the PlayerCamoLit material (x = HalfLambert, y = brightness,
+ // z = specular dampen, w = saturation) - material values like emission intensity, applied once the
+ // remote painter is ready and on every change. The default mirrors Player.mat's authored camo (with
+ // neutral saturation 0) so the brief pre-publish spawn frame shows no flash.
+ private readonly NetworkVariable _camo =
+ new(new Vector4(0.5f, 0f, 0.1f, 0f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
private bool _camoApplyPending; // remote: apply _camo.Value to the material once IsReady / on change
// Painted-height knobs (x = occlusion AO threshold, y = relief normal intensity, z = parallax
@@ -246,7 +246,7 @@ public class PlayerPaintSync : NetworkBehaviour
// Apply on the next LateUpdate once the material is ready (the camo setters are a no-op before that,
// and on a fresh spawn the OnValueChanged may arrive before the painter's Start has built the instance).
- private void OnCamoChanged(Vector3 previous, Vector3 current) => _camoApplyPending = true;
+ private void OnCamoChanged(Vector4 previous, Vector4 current) => _camoApplyPending = true;
private void OnHeightChanged(Vector3 previous, Vector3 current) => _heightApplyPending = true;
// ---- Live stamp stream (owner -> server -> remotes) ----
@@ -315,7 +315,7 @@ public class PlayerPaintSync : NetworkBehaviour
// published (it would briefly flatten remotes' lighting until the real value lands).
if (_painter && _painter.IsReady)
{
- Vector3 camo = _painter.CamoKnobs;
+ Vector4 camo = _painter.CamoKnobs;
if (_camo.Value != camo)
_camo.Value = camo;
diff --git a/Assets/Shaders/PlayerCamo.hlsl b/Assets/Shaders/PlayerCamo.hlsl
index 53fc855..95fd91d 100644
--- a/Assets/Shaders/PlayerCamo.hlsl
+++ b/Assets/Shaders/PlayerCamo.hlsl
@@ -3,7 +3,7 @@
// Camouflage lighting for the player avatar. Goal: keep the player painted to match its
// surroundings while de-emphasising the 3D FORM, so a correctly painted avatar is harder to spot.
-// Knobs - _HalfLambert at 0 and _HalfLambertBrightness at 0 => byte-identical URP/Lit:
+// Knobs - _HalfLambert 0, _HalfLambertBrightness 0 and _Saturation 0 => byte-identical URP/Lit:
//
// _HalfLambert (0..1): form-flattening diffuse over two segments -
// 0 -> saturate(N.L) plain Lambert (no-op)
@@ -14,9 +14,16 @@
// (operates on the shading term, not a view-/light-bent normal, so
// there is no bright/dark flip when orbiting). The DIRECT specular
// highlight (a strong shape cue) is faded out with it, gone at 1.
-// _HalfLambertBrightness (-1..1): additive shift of the (flattened) diffuse term, default 0. Tunes
-// the body brighter/darker to match the scene tone (e.g. flatten to
-// 1, then dial this down to sink into a dark scene). Clamped at 0.
+// _HalfLambertBrightness (-1..1): GENERAL brightness (exposure) on the WHOLE shaded body - diffuse,
+// ambient/GI AND specular - as a final multiply (1 + value), default
+// 0 = neutral. NO LONGER tied to the half-Lambert diffuse term (the
+// "HalfLambert" in the name is legacy): dial down to sink the body
+// into a dark scene, up to lift it into a bright one. Applied in
+// CamoForwardFragment, before fog and the X-ray glow.
+// _Saturation (-1..1): colour saturation of the shaded body, default 0 = neutral. -1 =
+// greyscale, <0 = muted (blends into muted scenes), >0 = punchier.
+// Luma-preserving lerp(grey, colour, 1 + _Saturation) toward Rec.709
+// grey, same final stage as brightness.
// _SpecularDampen (0..1): scales down the DIRECT specular highlight (a strong shape cue) on
// top of the _HalfLambert fade.
//
@@ -29,7 +36,8 @@
// Declared OUTSIDE UnityPerMaterial (LitInput.hlsl owns that CBUFFER). The player is a handful of
// instances, so the resulting SRP-batcher break is irrelevant.
half _HalfLambert;
-half _HalfLambertBrightness;
+half _HalfLambertBrightness; // legacy name: now a GENERAL brightness/exposure (CamoForwardFragment), not a half-Lambert-only shift
+half _Saturation;
half _SpecularDampen;
// --- Painted height (from the occlusion channel) ---
@@ -103,13 +111,11 @@ half3 LightingPhysicallyBasedCamo(BRDFData brdfData, BRDFData brdfDataClearCoat,
// 0 -> saturate(N.L) plain Lambert (no-op, byte-identical URP/Lit)
// 0.5 -> N.L * 0.5 + 0.5 classic half-Lambert (soft terminator, no hard shadow line)
// 1 -> 1 fully flat: the direct diffuse no longer reveals the 3D form.
- // _HalfLambertBrightness then shifts the whole (flattened) term up/down to tune the body tone;
- // clamped at 0 so it never produces negative light.
+ // (Brightness is NOT applied here anymore - it is a general final-color exposure in CamoForwardFragment.)
half classicHL = NdotL * 0.5h + 0.5h; // already in [0,1] for N.L in [-1,1]
half t1 = saturate(_HalfLambert * 2.0h); // 0..1 across _HalfLambert in [0, 0.5]
half t2 = saturate(_HalfLambert * 2.0h - 1.0h); // 0..1 across _HalfLambert in [0.5, 1]
- half diffuseTerm = lerp(lerp(ndlSat, classicHL, t1), 1.0h, t2);
- diffuseTerm = max(0.0h, diffuseTerm + _HalfLambertBrightness);
+ half diffuseTerm = lerp(lerp(ndlSat, classicHL, t1), 1.0h, t2); // in [0,1], no negative light
half3 atten = lightColor * lightAttenuation;
half3 diffuseRadiance = atten * diffuseTerm; // flattened + brightness-shifted
@@ -291,6 +297,16 @@ void CamoForwardFragment(
InitializeBakedGIData(input, inputData);
half4 color = UniversalFragmentCamo(inputData, surfaceData);
+
+ // Camo body-tone grade on the WHOLE shaded body (direct + ambient/GI + specular): a GENERAL
+ // brightness/exposure and a saturation control - camo tools to sink/lift the body tone and to
+ // mute/punch its colour to match the scene. Applied before fog (part of the body look) and before
+ // the X-ray reveal glow below, so the reveal keeps its authored intensity. Neutral at brightness 0
+ // / saturation 0 (x1 multiply, no-op lerp) => byte-identical to stock when the camo knobs are off.
+ color.rgb *= 1.0h + _HalfLambertBrightness;
+ half camoLuma = dot(color.rgb, half3(0.2126h, 0.7152h, 0.0722h)); // Rec.709 luma
+ color.rgb = lerp(camoLuma.xxx, color.rgb, 1.0h + _Saturation);
+
color.rgb = MixFog(color.rgb, inputData.fogCoord);
// X-Ray reveal glow on the VISIBLE parts. URP draws the SRPDefaultUnlit XRayOverlay pass BEFORE
diff --git a/Assets/Shaders/PlayerCamoLit.shader b/Assets/Shaders/PlayerCamoLit.shader
index deb75f4..05634e9 100644
--- a/Assets/Shaders/PlayerCamoLit.shader
+++ b/Assets/Shaders/PlayerCamoLit.shader
@@ -12,10 +12,12 @@ Shader "Custom/PlayerCamoLit"
{
Properties
{
- // --- Camouflage knobs (both 0 => identical to URP/Lit) ---
+ // --- Camouflage knobs (HalfLambert 0, Brightness 0, Saturation 0 => identical to URP/Lit) ---
[Header(Camouflage)]
_HalfLambert("Half Lambert (0 none, 0.5 classic, 1 flat)", Range(0.0, 1.0)) = 0.5
- _HalfLambertBrightness("Half Lambert Brightness Shift", Range(-1.0, 1.0)) = 0.0
+ // Legacy property name; now a GENERAL brightness/exposure on the whole shaded body (see PlayerCamo.hlsl).
+ _HalfLambertBrightness("Brightness (general exposure, 0 = neutral)", Range(-1.0, 1.0)) = 0.0
+ _Saturation("Saturation (0 = neutral, -1 = greyscale, >0 = punchier)", Range(-1.0, 1.0)) = 0.0
_SpecularDampen("Specular Dampen", Range(0.0, 1.0)) = 0.5
// Specular vs Metallic workflow