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>
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@@ -30,7 +30,8 @@ public partial class MeshPainter
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// is), so saves without a fur.png load fine - the fur map stays seeded (bald). NOTE: the fur.png layout
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// changed to R = length (was RGB colour + A length); pre-change fur.png files load stale length data and
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// should be repainted.
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private const int PaintMetaVersion = 6;
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// v8: camoSaturation semantics changed to an offset (0 = neutral, -1 = greyscale; was 1 = neutral in v7).
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private const int PaintMetaVersion = 8;
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private const string MetaFileName = "painting.json";
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private const string AlbedoFileName = "albedo.png";
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@@ -57,6 +58,7 @@ public partial class MeshPainter
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public float camoHalfLambert;
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public float camoHalfLambertBrightness;
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public float camoSpecularDampen;
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public float camoSaturation; // v7+; remapped on load per meta.version (semantics changed in v8)
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public float occlusionThreshold;
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public float heightNormalIntensity;
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public float parallaxIntensity;
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@@ -149,6 +151,7 @@ public partial class MeshPainter
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camoHalfLambert = CamoHalfLambert,
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camoHalfLambertBrightness = CamoHalfLambertBrightness,
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camoSpecularDampen = CamoSpecularDampen,
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camoSaturation = CamoSaturation,
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occlusionThreshold = OcclusionThreshold,
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heightNormalIntensity = HeightNormalIntensity,
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parallaxIntensity = ParallaxIntensity,
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@@ -200,6 +203,12 @@ public partial class MeshPainter
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CamoHalfLambert = meta.camoHalfLambert;
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CamoHalfLambertBrightness = meta.camoHalfLambertBrightness;
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CamoSpecularDampen = meta.camoSpecularDampen;
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// Saturation semantics changed in v8 (0 = neutral, -1 = greyscale; was 1 = neutral in v7).
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// v7 stored the old scheme -> shift by -1 to preserve its look. Pre-v7 has no field (deserializes
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// to 0), which is already neutral under the new scheme.
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CamoSaturation = meta.version >= 8 ? meta.camoSaturation
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: meta.version == 7 ? meta.camoSaturation - 1f
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: 0f;
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OcclusionThreshold = meta.occlusionThreshold;
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HeightNormalIntensity = meta.heightNormalIntensity;
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ParallaxIntensity = meta.parallaxIntensity;
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@@ -78,6 +78,16 @@ public partial class MeshPainter : MonoBehaviour
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set => SetMatFloat(SpecularDampenId, value);
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}
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/// <summary>General colour saturation of the shaded body (0 = neutral, -1 = greyscale, >0 = punchier).
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/// A camo body-tone knob alongside <see cref="CamoHalfLambertBrightness"/>; drives the material's
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/// <c>_Saturation</c> (offset: shader lerps to grey by 1 + value). Persisted + replicated with the
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/// other camo knobs (see <see cref="CamoKnobs"/>).</summary>
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public float CamoSaturation
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{
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get => GetMatFloat(SaturationId, 0f);
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set => SetMatFloat(SaturationId, value);
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}
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// Painted-height look knobs on the same material instance, surfaced/guarded/persisted/replicated
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// like the camo knobs above. Defaults match the shader so the unpainted look is unchanged.
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@@ -104,11 +114,12 @@ public partial class MeshPainter : MonoBehaviour
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set => SetMatFloat(ParallaxId, Mathf.Max(0f, value) * ParallaxBase);
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}
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/// <summary>The three camo knobs as one vector (x = half-Lambert, y = its brightness, z = specular dampen).</summary>
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public Vector3 CamoKnobs
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/// <summary>The four camo knobs as one vector (x = half-Lambert, y = brightness, z = specular dampen,
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/// w = saturation) - one payload for persistence + network replication.</summary>
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public Vector4 CamoKnobs
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{
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get => new(CamoHalfLambert, CamoHalfLambertBrightness, CamoSpecularDampen);
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set { CamoHalfLambert = value.x; CamoHalfLambertBrightness = value.y; CamoSpecularDampen = value.z; }
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get => new(CamoHalfLambert, CamoHalfLambertBrightness, CamoSpecularDampen, CamoSaturation);
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set { CamoHalfLambert = value.x; CamoHalfLambertBrightness = value.y; CamoSpecularDampen = value.z; CamoSaturation = value.w; }
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}
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/// <summary>The three painted-height knobs as one vector (x = occlusion threshold, y = relief normal intensity, z = parallax intensity).</summary>
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@@ -454,6 +465,7 @@ public partial class MeshPainter : MonoBehaviour
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private const float ParallaxBase = 0.02f;
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private static readonly int HalfLambertId = Shader.PropertyToID("_HalfLambert");
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private static readonly int HalfLambertBrightnessId = Shader.PropertyToID("_HalfLambertBrightness");
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private static readonly int SaturationId = Shader.PropertyToID("_Saturation");
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private static readonly int SpecularDampenId = Shader.PropertyToID("_SpecularDampen");
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private static readonly int XRayColorId = Shader.PropertyToID("_XRayColor");
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private static readonly int XRayPulseSpeedId = Shader.PropertyToID("_XRayPulseSpeed");
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@@ -20,9 +20,11 @@ public partial class PaintHud
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"defaults every session.")]
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public bool persistHud = true;
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// v2: HudValues gained fur (toggle) + furLength. Bumping discards pre-v2 saves so the new fur fields
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// fall back to the painter's prefab defaults instead of deserializing as 0/false.
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private const int HudFileVersion = 2;
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// v2: HudValues gained fur (toggle) + furLength. v3: gained camoSaturation. v4: camoSaturation
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// semantics changed to an offset (0 = neutral, was 1). Bumping discards older saves so the fields
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// fall back to the painter's prefab/material defaults instead of stale/old-scheme values (a v3 save
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// stored saturation 1 = old-neutral, which would read as punchier now).
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private const int HudFileVersion = 4;
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// Auto-save bookkeeping. Brush edits are debounced (sliders fire every frame while dragged): the due
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// time is pushed forward and written once they settle.
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@@ -41,7 +43,7 @@ public partial class PaintHud
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// Camo knobs live on the material instance, which only exists after the painter's Start: a restored
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// (disk) or carried (respawn) value waits here and is applied in the LateUpdate ready-gate.
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// _camoEverReady gates carry/save so the not-yet-ready 0 never overwrites the authored value.
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private Vector3 _pendingCamo;
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private Vector4 _pendingCamo; // (x,y,z,w) = CamoKnobs (halfLambert, brightness, specularDampen, saturation)
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private bool _hasPendingCamo;
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private bool _camoEverReady;
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@@ -95,7 +97,7 @@ public partial class PaintHud
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public int activeBrushIndex;
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public int sprayDots;
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public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
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public float camoHalfLambert, camoHalfLambertBrightness, camoSpecularDampen; // PlayerCamoLit material knobs
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public float camoHalfLambert, camoHalfLambertBrightness, camoSpecularDampen, camoSaturation; // PlayerCamoLit material knobs
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public float occlusionThreshold, heightNormalIntensity, parallaxIntensity; // painted-height knobs (material-backed)
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}
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@@ -170,9 +172,10 @@ public partial class PaintHud
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// save files (applying their 0 would clobber the authored camo).
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if (state.hasCamoValues && state.values != null)
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{
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_pendingCamo = new Vector3(state.values.camoHalfLambert,
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_pendingCamo = new Vector4(state.values.camoHalfLambert,
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state.values.camoHalfLambertBrightness,
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state.values.camoSpecularDampen);
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state.values.camoSpecularDampen,
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state.values.camoSaturation);
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_hasPendingCamo = true;
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}
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@@ -228,6 +231,7 @@ public partial class PaintHud
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_savedValues.camoHalfLambert = _lastSeenValues.camoHalfLambert = painter.CamoHalfLambert;
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_savedValues.camoHalfLambertBrightness = _lastSeenValues.camoHalfLambertBrightness = painter.CamoHalfLambertBrightness;
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_savedValues.camoSpecularDampen = _lastSeenValues.camoSpecularDampen = painter.CamoSpecularDampen;
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_savedValues.camoSaturation = _lastSeenValues.camoSaturation = painter.CamoSaturation;
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_savedValues.occlusionThreshold = _lastSeenValues.occlusionThreshold = painter.OcclusionThreshold;
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_savedValues.heightNormalIntensity = _lastSeenValues.heightNormalIntensity = painter.HeightNormalIntensity;
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_savedValues.parallaxIntensity = _lastSeenValues.parallaxIntensity = painter.ParallaxIntensity;
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@@ -298,6 +302,7 @@ public partial class PaintHud
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&& p.CamoHalfLambert == v.camoHalfLambert
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&& p.CamoHalfLambertBrightness == v.camoHalfLambertBrightness
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&& p.CamoSpecularDampen == v.camoSpecularDampen
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&& p.CamoSaturation == v.camoSaturation
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&& p.OcclusionThreshold == v.occlusionThreshold
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&& p.HeightNormalIntensity == v.heightNormalIntensity
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&& p.ParallaxIntensity == v.parallaxIntensity;
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@@ -322,9 +327,10 @@ public partial class PaintHud
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// by _camoEverReady so a carry taken before any material was ready can't apply a stale 0.
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if (_camoEverReady)
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{
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_pendingCamo = new Vector3(_carry.camoHalfLambert,
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_pendingCamo = new Vector4(_carry.camoHalfLambert,
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_carry.camoHalfLambertBrightness,
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_carry.camoSpecularDampen);
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_carry.camoSpecularDampen,
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_carry.camoSaturation);
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_hasPendingCamo = true;
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_pendingHeight = new Vector3(_carry.occlusionThreshold,
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_carry.heightNormalIntensity,
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@@ -365,6 +371,7 @@ public partial class PaintHud
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v.camoHalfLambert = from.CamoHalfLambert;
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v.camoHalfLambertBrightness = from.CamoHalfLambertBrightness;
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v.camoSpecularDampen = from.CamoSpecularDampen;
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v.camoSaturation = from.CamoSaturation;
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v.occlusionThreshold = from.OcclusionThreshold;
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v.heightNormalIntensity = from.HeightNormalIntensity;
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v.parallaxIntensity = from.ParallaxIntensity;
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@@ -401,6 +408,7 @@ public partial class PaintHud
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to.CamoHalfLambert = v.camoHalfLambert;
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to.CamoHalfLambertBrightness = v.camoHalfLambertBrightness;
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to.CamoSpecularDampen = v.camoSpecularDampen;
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to.CamoSaturation = v.camoSaturation;
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to.OcclusionThreshold = v.occlusionThreshold;
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to.HeightNormalIntensity = v.heightNormalIntensity;
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to.ParallaxIntensity = v.parallaxIntensity;
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@@ -459,6 +467,7 @@ public partial class PaintHud
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_defaults.camoHalfLambert = painter.CamoHalfLambert;
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_defaults.camoHalfLambertBrightness = painter.CamoHalfLambertBrightness;
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_defaults.camoSpecularDampen = painter.CamoSpecularDampen;
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_defaults.camoSaturation = painter.CamoSaturation;
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_defaults.occlusionThreshold = painter.OcclusionThreshold;
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_defaults.heightNormalIntensity = painter.HeightNormalIntensity;
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_defaults.parallaxIntensity = painter.ParallaxIntensity;
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@@ -59,7 +59,8 @@ public partial class PaintHud : MonoBehaviour
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private const string SliderSprayDotAlphaMin = "Slider_SprayDotAlphaMin";
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private const string SliderSprayDotAlphaMax = "Slider_SprayDotAlphaMax";
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private const string SliderHalfLambert = "Slider_HalfLambert";
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private const string SliderHalfLambertBrightness = "Slider_HalfLambertBrightness";
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private const string SliderBrightness = "Slider_Brightness";
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private const string SliderSaturation = "Slider_Saturation";
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private const string SliderSpecularDamp = "Slider_SpecularDamp";
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private const string SliderOcclusionThreshold = "Slider_OcclusionThreshold";
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private const string SliderNormalIntensity = "Slider_NormalIntensity";
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@@ -253,7 +254,8 @@ public partial class PaintHud : MonoBehaviour
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// Camo knobs are material-backed and not readable yet (the HUD binds before the painter's Start);
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// SyncCamoSliders re-seeds them once IsReady. Setting a slider before then is a safe no-op.
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WireSlider(panel, SliderHalfLambert, painter ? painter.CamoHalfLambert : 0f, v => { if (painter) painter.CamoHalfLambert = v; });
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WireSlider(panel, SliderHalfLambertBrightness, painter ? painter.CamoHalfLambertBrightness : 0f, v => { if (painter) painter.CamoHalfLambertBrightness = v; });
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WireSlider(panel, SliderBrightness, painter ? painter.CamoHalfLambertBrightness : 0f, v => { if (painter) painter.CamoHalfLambertBrightness = v; });
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WireSlider(panel, SliderSaturation, painter ? painter.CamoSaturation : 0f, v => { if (painter) painter.CamoSaturation = v; });
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WireSlider(panel, SliderSpecularDamp, painter ? painter.CamoSpecularDampen : 0f, v => { if (painter) painter.CamoSpecularDampen = v; });
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// Painted-height knobs: material-backed like the camo sliders above.
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@@ -333,7 +335,8 @@ public partial class PaintHud : MonoBehaviour
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if (!_panel || !painter) return;
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var panel = _panel.transform;
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SetSlider(panel, SliderHalfLambert, painter.CamoHalfLambert);
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SetSlider(panel, SliderHalfLambertBrightness, painter.CamoHalfLambertBrightness);
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SetSlider(panel, SliderBrightness, painter.CamoHalfLambertBrightness);
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SetSlider(panel, SliderSaturation, painter.CamoSaturation);
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SetSlider(panel, SliderSpecularDamp, painter.CamoSpecularDampen);
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// Painted-height knobs share the same material-ready timing as the camo sliders.
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SetSlider(panel, SliderOcclusionThreshold, painter.OcclusionThreshold);
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