Refactor Assets/Scripts: trim restating comments, minor structure cleanups

Sweep over 48 files (Editor/ excluded): remove comments that restate the
code, condense class summaries, fix three stale doc statements
(HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume
FallbackDefault). Inline two single-use wrappers (IsPointerOverUi,
BuildModes), drop an unused using, replace a magic literal with the
existing ParallaxBase constant, and convert ~10 UnityEngine.Object null
checks to the implicit-bool convention. No serialized fields, signatures,
RPC/NetworkVariable names, defaults, or #if blocks touched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-08 08:29:18 +02:00
1 parent eeee5fc2f0
commit 6c03e5d3f6
48 files changed
+289 -481

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@@ -4,26 +4,22 @@ using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
/// <summary>
/// Builds the environment reflection from the current Skybox in memory (renders
/// the sky into a cubemap and assigns it as the Custom reflection), so
/// smooth/metallic materials reflect the sky WITHOUT a baked LightingData.asset.
/// Runs in Edit and Play mode ([ExecuteAlways]); drop it on one object per scene
/// (or a prefab that lives in every scene) and you never have to assign a foreign
/// LightingData again — also works for runtime-loaded / procedural scenes.
/// Builds the environment reflection from the current Skybox in memory (renders the sky into a cubemap
/// assigned as the Custom reflection), so smooth/metallic materials reflect the sky WITHOUT a baked
/// LightingData.asset. Runs in Edit and Play mode ([ExecuteAlways]); drop it on one object per scene —
/// also works for runtime-loaded / procedural scenes.
///
/// Why a rendered cubemap and not <see cref="DynamicGI.UpdateEnvironment"/>:
/// in this project UpdateEnvironment does NOT produce a valid skybox reflection
/// probe (a mirror stays black), so <see cref="RenderSettings.reflectionIntensity"/>
/// had nothing to scale. Rendering the sky into a Custom reflection cubemap gives a
/// real reflection that intensity can actually drive.
/// Why a rendered cubemap and not <see cref="DynamicGI.UpdateEnvironment"/>: in this project
/// UpdateEnvironment does NOT produce a valid skybox reflection probe (a mirror stays black), so
/// <see cref="RenderSettings.reflectionIntensity"/> had nothing to scale. Rendering the sky into a
/// Custom reflection cubemap gives a real reflection that intensity can actually drive.
///
/// The skybox AMBIENT probe still comes from UpdateEnvironment — but it only convolves a
/// non-zero probe once the sky has actually been rendered this session. Straight after a
/// domain reload / scene load / play-start the sky hasn't rendered yet, so the probe is
/// ZERO and the Environment intensity multiplier has nothing to scale ("doesn't take
/// effect" until a manual re-enable). Fix: do one synchronous full-screen sky render to
/// "warm" the sky right before UpdateEnvironment — deterministic, no waiting on renders.
/// (RenderToCubemap does NOT warm the ambient path; a normal Camera.Render does.)
/// The skybox AMBIENT probe still comes from UpdateEnvironment — but it only convolves a non-zero probe
/// once the sky has actually been rendered this session. Straight after a domain reload / scene load /
/// play-start the sky hasn't rendered yet, so the probe is ZERO and the Environment intensity multiplier
/// has nothing to scale ("doesn't take effect" until a manual re-enable). Fix: one synchronous
/// full-screen sky render "warms" the sky right before UpdateEnvironment — deterministic, no waiting on
/// renders. (RenderToCubemap does NOT warm the ambient path; a normal Camera.Render does.)
/// </summary>
[ExecuteAlways]
[DisallowMultipleComponent]