FurShell: remove scale-influence, curvature scales with player scale

Drop the _FurScaleInfluence blend (fur stays a constant world length at
any avatar size, as tuned to influence 0) and scale the gravity curvature
droop by the avatar world scale (_FurObjScale) instead, so the bend tracks
the player: hider 0.5 => smaller droop, hunter 1.5 => bigger droop.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-06 17:31:05 +02:00
1 parent 41d5b87e9e
commit 9d16524ded
2 files changed
+20 -35

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@@ -41,11 +41,6 @@ namespace Chameleon.Components
// direction so the flat shell slices merge into continuous strands at the rim instead of squished
// dots. 0 = off (footprint stays circular everywhere).
[SerializeField, Range(0f, 5f)] float _silhouetteStretch = 2f;
// How much the avatar's world scale drives the fur SIZE. 1 = fully proportional (small avatar => small
// fur, like the body). 0 = constant world size (same absolute fur length at any avatar scale). Fully
// proportional fur reads as too short on the small hider and too long on the big hunter, so dial this
// down to keep the fur closer to a fixed world length; the curl keeps its shape at any setting.
[SerializeField, Range(0f, 1f)] float _furScaleInfluence = 0.5f;
[Header("Shading")]
// Optional albedo (strand-colour) override for the standalone prototype; a sibling MeshPainter's
@@ -124,7 +119,6 @@ namespace Chameleon.Components
static readonly int WindFrequencyId = Shader.PropertyToID("_WindFrequency");
static readonly int WindDirectionId = Shader.PropertyToID("_WindDirection");
static readonly int FurObjScaleId = Shader.PropertyToID("_FurObjScale");
static readonly int FurScaleInfluenceId = Shader.PropertyToID("_FurScaleInfluence");
static readonly int XRayColorId = Shader.PropertyToID("_XRayColor");
static readonly int XRayPulseSpeedId = Shader.PropertyToID("_XRayPulseSpeed");
static readonly int XRayPulseStrengthId = Shader.PropertyToID("_XRayPulseStrength");
@@ -264,14 +258,11 @@ namespace Chameleon.Components
_mpb.SetFloat(WindFrequencyId, _windFrequency);
_mpb.SetVector(WindDirectionId, new Vector4(_windDirection.x, _windDirection.y, 0f, 0f));
// Avatar world scale (uniform via PlayerScaler) = the scale baked into the instance matrix used
// for the shell extrusion, so the shader can scale the curvature droop in lockstep and keep the
// curl proportional at any player size (hider 0.5 / hunter 1.5). Read from lossyScale because
// the raw object matrix does NOT carry the per-instance scale in the RenderMeshInstanced path.
// Avatar world scale (uniform via PlayerScaler). The shader keeps the fur a CONSTANT world length
// but scales the gravity droop by this, so the bend tracks the player (hider 0.5 / hunter 1.5).
// Read from lossyScale because the raw object matrix does NOT carry the per-instance scale in the
// RenderMeshInstanced path.
_mpb.SetFloat(FurObjScaleId, transform.lossyScale.y);
// Blend the fur size between fully proportional to the avatar (1) and a constant world size (0):
// the shader pre-divides the object-space displacement so the net world length follows this.
_mpb.SetFloat(FurScaleInfluenceId, _furScaleInfluence);
// Mirror the sibling painter's live body X-ray reveal onto the fur so the strands glow WITH the
// reveal (see-through camo) instead of hiding it under opaque fur. Same colour/pulse/flash the