Add painted-height HUD sliders for AO shift and relief intensity
Wire three material-backed look sliders (occlusion AO shift, relief normal intensity, parallax intensity) through the paint HUD, its layout/state persistence, the .paint slot format (bumped to v4), owner-authoritative network sync and the runtime reset, mirroring the existing camo-knob path so they save, restore, replicate and reset alongside the brush values. Change the occlusion AO mapping from a division threshold to a linear shift: AO fades from 1 down to (1 - shift) at the deepest painted hole, so a 0 shift no longer leaves black spots. Enable _NORMALMAP alongside _PARALLAXMAP so URP transforms the painted relief normal into world space (otherwise it discards normalTS and the relief is invisible), and pin the added keyword in the build keep-alive material. Stop the pipette from picking the occlusion/height value and turn its toggle off after a pick. Default the knobs to 0.2 shift / 1.4 normal / 1.0 parallax across the shader, painter, network and HUD fallbacks. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -251,8 +251,9 @@ public partial class PaintHud
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{
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if (!painter || !painter.LoadPaintByName(name)) return;
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// The load also restored the slot's emission intensity + camo knobs onto the painter (v3 slots) ->
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// push them into the sliders so the HUD reflects the loaded look, exactly like a pipette pick does.
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// The load also restored the slot's material scalars onto the painter (emission + camo from v3,
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// the painted-height knobs from v4) -> push them into the sliders so the HUD reflects the loaded
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// look, exactly like a pipette pick does. SyncCamoSliders covers the camo + height sliders.
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SyncFromPainter();
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SyncCamoSliders();
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