Camo: generalize brightness + add persistent saturation

Move brightness out of the half-lambert diffuse term to a final exposure
multiply on the whole shaded body color (diffuse + GI + specular), and add
a saturation grade (0 = neutral, -1 = grayscale, >0 = boosted) on the same
final stage. Saturation rides as a 4th component on CamoKnobs (Vector3 ->
Vector4) so it inherits all three persistence paths: HUD JSON, network
replication (_camo NetworkVariable), and painting-slot metadata. Wires the
renamed Slider_Brightness and new Slider_Saturation. Bumps HudFileVersion
and PaintMetaVersion with load-time remaps so existing paintings keep their
look (old 1=neutral saturation remaps to 0=neutral).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-08 07:23:40 +02:00
1 parent 45b7de05e4
commit 50781e32d2
7 files changed
+87 -36

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@@ -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;
@@ -78,6 +78,16 @@ public partial class MeshPainter : MonoBehaviour
set => SetMatFloat(SpecularDampenId, value);
}
/// <summary>General colour saturation of the shaded body (0 = neutral, -1 = greyscale, &gt;0 = punchier).
/// A camo body-tone knob alongside <see cref="CamoHalfLambertBrightness"/>; drives the material's
/// <c>_Saturation</c> (offset: shader lerps to grey by 1 + value). Persisted + replicated with the
/// other camo knobs (see <see cref="CamoKnobs"/>).</summary>
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);
}
/// <summary>The three camo knobs as one vector (x = half-Lambert, y = its brightness, z = specular dampen).</summary>
public Vector3 CamoKnobs
/// <summary>The four camo knobs as one vector (x = half-Lambert, y = brightness, z = specular dampen,
/// w = saturation) - one payload for persistence + network replication.</summary>
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; }
}
/// <summary>The three painted-height knobs as one vector (x = occlusion threshold, y = relief normal intensity, z = parallax intensity).</summary>
@@ -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");
@@ -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;
@@ -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);