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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@@ -69,12 +69,12 @@ public class PlayerPaintSync : NetworkBehaviour
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private readonly NetworkVariable<float> _emissionIntensity =
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new(1f, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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// Per-player camo knobs on the PlayerCamoLit material (x = HalfLambert, y = its brightness,
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// z = specular dampen) - material values like emission intensity, applied once the remote painter
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// is ready and on every change. The default mirrors Player.mat's authored camo so the brief
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// pre-publish spawn frame shows no flash.
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private readonly NetworkVariable<Vector3> _camo =
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new(new Vector3(0.5f, 0f, 0.1f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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// Per-player camo knobs on the PlayerCamoLit material (x = HalfLambert, y = brightness,
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// z = specular dampen, w = saturation) - material values like emission intensity, applied once the
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// remote painter is ready and on every change. The default mirrors Player.mat's authored camo (with
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// neutral saturation 0) so the brief pre-publish spawn frame shows no flash.
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private readonly NetworkVariable<Vector4> _camo =
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new(new Vector4(0.5f, 0f, 0.1f, 0f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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private bool _camoApplyPending; // remote: apply _camo.Value to the material once IsReady / on change
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// Painted-height knobs (x = occlusion AO threshold, y = relief normal intensity, z = parallax
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@@ -246,7 +246,7 @@ public class PlayerPaintSync : NetworkBehaviour
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// Apply on the next LateUpdate once the material is ready (the camo setters are a no-op before that,
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// and on a fresh spawn the OnValueChanged may arrive before the painter's Start has built the instance).
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private void OnCamoChanged(Vector3 previous, Vector3 current) => _camoApplyPending = true;
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private void OnCamoChanged(Vector4 previous, Vector4 current) => _camoApplyPending = true;
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private void OnHeightChanged(Vector3 previous, Vector3 current) => _heightApplyPending = true;
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// ---- Live stamp stream (owner -> server -> remotes) ----
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@@ -315,7 +315,7 @@ public class PlayerPaintSync : NetworkBehaviour
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// published (it would briefly flatten remotes' lighting until the real value lands).
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if (_painter && _painter.IsReady)
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{
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Vector3 camo = _painter.CamoKnobs;
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Vector4 camo = _painter.CamoKnobs;
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if (_camo.Value != camo)
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_camo.Value = camo;
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@@ -3,7 +3,7 @@
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// Camouflage lighting for the player avatar. Goal: keep the player painted to match its
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// surroundings while de-emphasising the 3D FORM, so a correctly painted avatar is harder to spot.
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// Knobs - _HalfLambert at 0 and _HalfLambertBrightness at 0 => byte-identical URP/Lit:
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// Knobs - _HalfLambert 0, _HalfLambertBrightness 0 and _Saturation 0 => byte-identical URP/Lit:
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//
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// _HalfLambert (0..1): form-flattening diffuse over two segments -
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// 0 -> saturate(N.L) plain Lambert (no-op)
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@@ -14,9 +14,16 @@
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// (operates on the shading term, not a view-/light-bent normal, so
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// there is no bright/dark flip when orbiting). The DIRECT specular
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// highlight (a strong shape cue) is faded out with it, gone at 1.
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// _HalfLambertBrightness (-1..1): additive shift of the (flattened) diffuse term, default 0. Tunes
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// the body brighter/darker to match the scene tone (e.g. flatten to
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// 1, then dial this down to sink into a dark scene). Clamped at 0.
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// _HalfLambertBrightness (-1..1): GENERAL brightness (exposure) on the WHOLE shaded body - diffuse,
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// ambient/GI AND specular - as a final multiply (1 + value), default
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// 0 = neutral. NO LONGER tied to the half-Lambert diffuse term (the
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// "HalfLambert" in the name is legacy): dial down to sink the body
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// into a dark scene, up to lift it into a bright one. Applied in
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// CamoForwardFragment, before fog and the X-ray glow.
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// _Saturation (-1..1): colour saturation of the shaded body, default 0 = neutral. -1 =
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// greyscale, <0 = muted (blends into muted scenes), >0 = punchier.
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// Luma-preserving lerp(grey, colour, 1 + _Saturation) toward Rec.709
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// grey, same final stage as brightness.
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// _SpecularDampen (0..1): scales down the DIRECT specular highlight (a strong shape cue) on
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// top of the _HalfLambert fade.
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//
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@@ -29,7 +36,8 @@
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// Declared OUTSIDE UnityPerMaterial (LitInput.hlsl owns that CBUFFER). The player is a handful of
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// instances, so the resulting SRP-batcher break is irrelevant.
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half _HalfLambert;
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half _HalfLambertBrightness;
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half _HalfLambertBrightness; // legacy name: now a GENERAL brightness/exposure (CamoForwardFragment), not a half-Lambert-only shift
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half _Saturation;
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half _SpecularDampen;
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// --- Painted height (from the occlusion channel) ---
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@@ -103,13 +111,11 @@ half3 LightingPhysicallyBasedCamo(BRDFData brdfData, BRDFData brdfDataClearCoat,
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// 0 -> saturate(N.L) plain Lambert (no-op, byte-identical URP/Lit)
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// 0.5 -> N.L * 0.5 + 0.5 classic half-Lambert (soft terminator, no hard shadow line)
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// 1 -> 1 fully flat: the direct diffuse no longer reveals the 3D form.
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// _HalfLambertBrightness then shifts the whole (flattened) term up/down to tune the body tone;
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// clamped at 0 so it never produces negative light.
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// (Brightness is NOT applied here anymore - it is a general final-color exposure in CamoForwardFragment.)
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half classicHL = NdotL * 0.5h + 0.5h; // already in [0,1] for N.L in [-1,1]
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half t1 = saturate(_HalfLambert * 2.0h); // 0..1 across _HalfLambert in [0, 0.5]
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half t2 = saturate(_HalfLambert * 2.0h - 1.0h); // 0..1 across _HalfLambert in [0.5, 1]
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half diffuseTerm = lerp(lerp(ndlSat, classicHL, t1), 1.0h, t2);
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diffuseTerm = max(0.0h, diffuseTerm + _HalfLambertBrightness);
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half diffuseTerm = lerp(lerp(ndlSat, classicHL, t1), 1.0h, t2); // in [0,1], no negative light
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half3 atten = lightColor * lightAttenuation;
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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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in new issue
Block a user