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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-14 21:36:43 +02:00
1 parent 2a6aeec5e2
commit 8abcb8b4ff
2 files changed
+80 -37

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@@ -18,6 +18,8 @@ using UnityEngine;
[DisallowMultipleComponent]
public class ConcealmentVolume : MonoBehaviour
{
static readonly Color gizmoColor = new(0.2f, 0.6f, 1f, 0.35f);
public enum BakeMethod { WindingNumberOrFloodFill, WindingNumberOnly, FloodFillOnly }
[Header("Bake settings")]
@@ -30,10 +32,6 @@ public class ConcealmentVolume : MonoBehaviour
[SerializeField] private BakeMethod method = BakeMethod.WindingNumberOrFloodFill;
[Header("Debug")]
[SerializeField] private bool drawBakedGizmos;
[SerializeField] private Color gizmoColor = new Color(0.2f, 0.6f, 1f, 0.35f);
// --- Baked data (local space) ---
[SerializeField, HideInInspector] private Vector3 origin; // local min corner of the grid
[SerializeField, HideInInspector] private float voxelSize;
@@ -242,7 +240,7 @@ public class ConcealmentVolume : MonoBehaviour
private void OnDrawGizmosSelected()
{
if (!drawBakedGizmos || !HasBake) return;
if (!HasBake || UnityEditor.Selection.activeTransform != transform) return;
Gizmos.color = gizmoColor;
Gizmos.matrix = transform.localToWorldMatrix;
Vector3 cube = Vector3.one * (voxelSize * 0.9f);