MeshPainter-Pipette: von AVP/*-Shadern picken + Console-Spam-Fix
- Material-Read-Helper (GetColorProp/GetTexProp/GetFloatProp/ApplyST) auf variadische Namenslisten umgestellt - Albedo/Metallic/Smoothness/Emission der AVP-Shader (POM, Glass, Velvet, Velvet_Curtains) werden jetzt name- und typ-tolerant gepickt - typ-gepruefter HasProp (Shader.GetPropertyType) verhindert GetFloat-Spam bei _Metallic/_Smoothness als Textur - ConcealmentVolume: begleitende Anpassung Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -18,6 +18,8 @@ using UnityEngine;
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[DisallowMultipleComponent]
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public class ConcealmentVolume : MonoBehaviour
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{
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static readonly Color gizmoColor = new(0.2f, 0.6f, 1f, 0.35f);
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public enum BakeMethod { WindingNumberOrFloodFill, WindingNumberOnly, FloodFillOnly }
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[Header("Bake settings")]
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@@ -30,10 +32,6 @@ public class ConcealmentVolume : MonoBehaviour
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[SerializeField] private BakeMethod method = BakeMethod.WindingNumberOrFloodFill;
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[Header("Debug")]
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[SerializeField] private bool drawBakedGizmos;
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[SerializeField] private Color gizmoColor = new Color(0.2f, 0.6f, 1f, 0.35f);
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// --- Baked data (local space) ---
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[SerializeField, HideInInspector] private Vector3 origin; // local min corner of the grid
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[SerializeField, HideInInspector] private float voxelSize;
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@@ -242,7 +240,7 @@ public class ConcealmentVolume : MonoBehaviour
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private void OnDrawGizmosSelected()
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{
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if (!drawBakedGizmos || !HasBake) return;
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if (!HasBake || UnityEditor.Selection.activeTransform != transform) return;
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Gizmos.color = gizmoColor;
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Gizmos.matrix = transform.localToWorldMatrix;
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Vector3 cube = Vector3.one * (voxelSize * 0.9f);
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