Fix cylinder wall-climb strafe lock and add terrain pipette support

- PlayerCharacterController: latch the wall-strafe sign once at strafe
  start instead of re-deriving it from the camera every frame, which
  flipped at the 90-degree point while circling a cylinder and caused a
  back-and-forth lock. Flat walls stay bit-identical; reset on enter/exit.
- MeshPainter.Pick: dispatch terrain hits to a splat-layer blend (full
  PBR channels), terrain trees / grass / sky to rendered screen-color,
  keeping texel-accurate picks for the paint mesh and foreign materials.
- Includes Unity auto-reserialization of SampleScene and three Supercyan
  pack assets (URP material upgrades, skybox/lighting) from the import.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-24 22:33:29 +02:00
1 parent 85bd7c7791
commit 9dab4a742e
6 files changed
+1153 -27

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+182 -9
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@@ -34,34 +34,66 @@ public partial class MeshPainter
private bool _pickHeld; // edge tracking so a held button picks once, not every frame
// A terrain hit higher than this above the heightfield is a tree (trees share the terrain
// collider but stand proud of the ground); on the surface it is bare ground.
private const float TerrainFoliageHeightEpsilon = 0.3f;
/// <summary>
/// Raycasts at a screen position against ANY collider, samples every channel value at the hit
/// (texel-exact where possible) and copies it into the brush, forcing all opacities/alphas to
/// 1 and enabling every paint channel. Reads regardless of which channels are currently toggled.
/// Pick paths, by what was hit:
/// - our paint mesh -> texel-exact from the painted maps (full PBR);
/// - terrain ground -> blend of the terrain layers by their splat weights (full PBR);
/// - terrain tree / detail -> the rendered on-screen colour (no per-instance renderer/UV);
/// - readable foreign mat -> texel/scalar from its material (full PBR);
/// - anything else / sky -> the rendered on-screen colour.
/// </summary>
private void PickAtScreen(Vector2 screenPos)
{
if (!TryRaycastAny(screenPos, out RaycastHit hit)) return;
bool ok = (hit.collider == _collider)
? PickFromPaintTextures(hit)
: PickFromForeignMaterial(hit);
bool ok;
if (TryRaycastAny(screenPos, out RaycastHit hit))
{
if (hit.collider == _collider)
ok = PickFromPaintTextures(hit);
else
{
Terrain terrain = hit.collider is TerrainCollider ? hit.collider.GetComponent<Terrain>() : null;
if (terrain)
ok = PickFromTerrain(terrain, hit, screenPos);
else
// Foreign object: texel/scalar material where readable, else the screen pixel.
ok = PickFromForeignMaterial(hit) || PickFromScreen(screenPos);
}
}
else
{
// Ray left the scene entirely (e.g. foliage silhouetted against the sky): the
// on-screen pixel is the only thing to sample.
ok = PickFromScreen(screenPos);
}
if (!ok) return;
// "Set all alpha values to 1": full-strength adoption across every opacity control.
FinalizePick();
}
/// <summary>
/// Common tail of every successful pick: forces all opacities/alphas to 1, enables every paint
/// channel (a whole-material pick implies repainting all of it), leaves pipette mode (one-shot)
/// and notifies listeners (the in-game HUD) to re-sync their widgets.
/// </summary>
private void FinalizePick()
{
metallicSmoothnessOpacity = 1f;
occlusionOpacity = 1f;
// Picking a whole material implies repainting all of it, so enable every channel.
paintAlbedo = true;
paintMetallicSmoothness = true;
paintOcclusion = true;
paintEmission = true;
// A pick is a one-shot action: leave pipette mode automatically so the next click paints.
pipette = false;
// Let listeners (the in-game HUD) refresh their widgets to the adopted values + flags.
Picked?.Invoke();
}
@@ -168,6 +200,147 @@ public partial class MeshPainter
return true;
}
/// <summary>
/// Picks at a terrain hit. The TerrainCollider also carries the painted TREES (which sit above
/// the heightfield and expose no per-instance renderer/UV here), and grass/mushroom DETAILS have
/// no collider at all:
/// - hit above the surface -> a tree: adopt the rendered on-screen colour;
/// - hit on a cell that has grass/mushroom detail -> adopt the on-screen colour;
/// - otherwise (bare ground) -> blend the terrain layers by their splat weights (full PBR).
/// </summary>
private bool PickFromTerrain(Terrain terrain, RaycastHit hit, Vector2 screenPos)
{
TerrainData td = terrain.terrainData;
if (!td) return false;
Vector3 tpos = terrain.transform.position;
Vector3 size = td.size;
if (size.x <= 1e-4f || size.z <= 1e-4f) return false;
// Trees share the terrain collider but stand proud of the heightfield.
float surfaceY = terrain.SampleHeight(hit.point) + tpos.y;
if (hit.point.y > surfaceY + TerrainFoliageHeightEpsilon)
return PickFromScreen(screenPos);
Vector3 local = hit.point - tpos;
float nx = Mathf.Clamp01(local.x / size.x);
float nz = Mathf.Clamp01(local.z / size.z);
// Grass/mushroom detail rendered on this ground cell -> what's visible there is the
// foliage (which has no collider of its own), so trust the screen pixel.
if (TerrainHasDetail(td, nx, nz))
return PickFromScreen(screenPos);
return PickFromTerrainLayers(td, local, nx, nz);
}
/// <summary>
/// Blends the terrain's layers at a ground point by their splat (alphamap) weights: the weighted
/// diffuse colour becomes albedo and the weighted per-layer metallic/smoothness scalars feed
/// those channels; occlusion is 1 and emission black. Terrain has no Renderer/material, so this
/// is the only way to read its surface.
/// </summary>
private bool PickFromTerrainLayers(TerrainData td, Vector3 local, float nx, float nz)
{
int aw = td.alphamapWidth, ah = td.alphamapHeight;
int mapX = Mathf.Clamp(Mathf.FloorToInt(nx * aw), 0, aw - 1);
int mapZ = Mathf.Clamp(Mathf.FloorToInt(nz * ah), 0, ah - 1);
float[,,] weights = td.GetAlphamaps(mapX, mapZ, 1, 1);
TerrainLayer[] layers = td.terrainLayers;
int count = Mathf.Min(layers.Length, weights.GetLength(2));
Color albedo = Color.black;
float metallicVal = 0f, smoothVal = 0f, weightSum = 0f;
for (int i = 0; i < count; i++)
{
TerrainLayer L = layers[i];
if (L == null) continue;
float w = weights[0, 0, i];
if (w <= 0f) continue;
Color col = Color.gray;
if (L.diffuseTexture)
{
// Terrain tiles each layer across the world by tileSize (metres); sample that texel.
Vector2 uv = new Vector2(
(local.x - L.tileOffset.x) / Mathf.Max(1e-4f, L.tileSize.x),
(local.z - L.tileOffset.y) / Mathf.Max(1e-4f, L.tileSize.y));
col = SampleTexel(L.diffuseTexture, uv, true);
}
albedo += col * w;
metallicVal += L.metallic * w;
smoothVal += L.smoothness * w;
weightSum += w;
}
if (weightSum <= 1e-4f) return false;
float inv = 1f / weightSum; // alphamap weights normally sum to 1, but guard anyway
brushColor = new Color(Mathf.Clamp01(albedo.r * inv), Mathf.Clamp01(albedo.g * inv), Mathf.Clamp01(albedo.b * inv), 1f);
metallic = Mathf.Clamp01(metallicVal * inv);
smoothness = Mathf.Clamp01(smoothVal * inv);
occlusion = 1f;
emissionColor = new Color(0f, 0f, 0f, 1f);
return true;
}
/// <summary>
/// True when any grass/mushroom detail layer has coverage at the given normalized terrain
/// position - i.e. foliage (which carries no collider) is rendered on that ground cell.
/// </summary>
private static bool TerrainHasDetail(TerrainData td, float nx, float nz)
{
int dw = td.detailWidth, dh = td.detailHeight;
if (dw <= 0 || dh <= 0) return false;
int dx = Mathf.Clamp(Mathf.FloorToInt(nx * dw), 0, dw - 1);
int dy = Mathf.Clamp(Mathf.FloorToInt(nz * dh), 0, dh - 1);
int layerCount = td.detailPrototypes.Length;
for (int i = 0; i < layerCount; i++)
{
int[,] d = td.GetDetailLayer(dx, dy, 1, 1, i);
if (d[0, 0] > 0) return true;
}
return false;
}
/// <summary>
/// Fallback colour pick: reads the rendered pixel under the cursor (the paint camera re-rendered
/// to a temporary target, so it works on either render pipeline). Used for surfaces that can't be
/// sampled texel-exact - terrain trees and grass/mushroom details (no per-instance renderer/UV)
/// and anything hit without a readable material, plus rays that miss all geometry. Only albedo is
/// meaningful from a screen pixel; the data channels default to matte/unoccluded/no-emission.
/// </summary>
private bool PickFromScreen(Vector2 screenPos)
{
Camera cam = paintCamera;
if (!cam) return false;
int w = Mathf.Max(1, cam.pixelWidth), h = Mathf.Max(1, cam.pixelHeight);
RenderTexture rt = RenderTexture.GetTemporary(w, h, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
RenderTexture prevTarget = cam.targetTexture;
RenderTexture prevActive = RenderTexture.active;
cam.targetTexture = rt;
cam.Render();
RenderTexture.active = rt;
var tmp = new Texture2D(1, 1, TextureFormat.RGBA32, false, false);
int px = Mathf.Clamp(Mathf.RoundToInt(screenPos.x), 0, w - 1);
int py = Mathf.Clamp(Mathf.RoundToInt(screenPos.y), 0, h - 1);
tmp.ReadPixels(new Rect(px, py, 1, 1), 0, 0, false);
tmp.Apply(false);
Color c = tmp.GetPixel(0, 0);
cam.targetTexture = prevTarget;
RenderTexture.active = prevActive;
RenderTexture.ReleaseTemporary(rt);
if (Application.isPlaying) Destroy(tmp); else DestroyImmediate(tmp);
brushColor = new Color(Mathf.Clamp01(c.r), Mathf.Clamp01(c.g), Mathf.Clamp01(c.b), 1f);
metallic = 0f;
smoothness = 0f;
occlusion = 1f;
emissionColor = new Color(0f, 0f, 0f, 1f);
return true;
}
// --- Material read helpers (name-tolerant: URP and legacy Standard) ---
private static Color GetColorProp(Material m, string nameA, string nameB, Color fallback)
+17 -1
View File
@@ -160,6 +160,7 @@ public class PlayerCharacterController : MonoBehaviour
private float _lostContactTimer;
private float _wallOffset; // current lean-out distance from the wall (mouse drag)
private float _wallYaw; // body yaw offset from facing the wall (mouse drag); held until leaving
private int _wallStrafeSign; // latched sideways direction (camera picks it once per strafe); 0 = unlatched
private bool _offsetDragging; // true while the offset/rotation is being set (pauses camera orbit)
private bool _climbLeftGround; // true once the capsule has left the ground while climbing (enables ground-detach)
private readonly RaycastHit[] _wallProbe = new RaycastHit[8];
@@ -365,6 +366,7 @@ public class PlayerCharacterController : MonoBehaviour
_slideSpeed = 0f;
_wallOffset = 0f;
_wallYaw = 0f;
_wallStrafeSign = 0;
_climbLeftGround = false;
}
}
@@ -447,8 +449,21 @@ public class PlayerCharacterController : MonoBehaviour
if (wallUp.sqrMagnitude > 1e-6f) wallUp.Normalize();
Vector3 wallRight = Vector3.Cross(_wallNormal, wallUp);
if (wallRight.sqrMagnitude > 1e-6f) wallRight.Normalize();
if (cameraTransform && Vector3.Dot(cameraTransform.right, wallRight) < 0f)
// Pick the strafe sign ONCE from the camera when a strafe begins, then hold it.
// Re-deciding it every frame flips wallRight while rounding a curved (cylindrical)
// wall: exactly at 90 deg to the camera the dot crosses zero, so the sideways input
// inverts frame-to-frame and you lock there, jittering back and forth. Latching keeps
// a strafe continuous around the curve; it resets when the strafe input releases so
// the next one re-syncs to the camera.
bool strafing = Mathf.Abs(h) > 1e-4f;
if (!strafing)
_wallStrafeSign = 0;
else if (_wallStrafeSign == 0)
_wallStrafeSign = (cameraTransform && Vector3.Dot(cameraTransform.right, wallRight) < 0f) ? -1 : 1;
if (_wallStrafeSign < 0)
wallRight = -wallRight;
alongSurface = wallUp * v + wallRight * h;
}
if (alongSurface.sqrMagnitude > 1f) alongSurface.Normalize();
@@ -760,6 +775,7 @@ public class PlayerCharacterController : MonoBehaviour
_verticalVelocity = 0f;
_wallOffset = 0f;
_wallYaw = 0f;
_wallStrafeSign = 0;
_offsetDragging = false;
_climbLeftGround = false;
_mantling = false;
@@ -56,7 +56,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: 1056b8bf593938a4399e74aa632e2a21, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
@@ -135,7 +135,7 @@ Material:
- _ZWrite: 1
- __dirty: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColor: {r: 1, g: 1, b: 1, a: 0.5}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorMultiply: {r: 1, g: 1, b: 1, a: 1}
- _ColorOverride: {r: 1, g: 1, b: 1, a: 0}
@@ -69,7 +69,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: d1de526d00e4052458506ce20689b585, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
@@ -149,7 +149,7 @@ Material:
- _ZWrite: 1
- __dirty: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColor: {r: 1, g: 1, b: 1, a: 0.5}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorMultiply: {r: 1, g: 1, b: 1, a: 1}
- _ColorOverride: {r: 1, g: 1, b: 1, a: 0}
@@ -884,7 +884,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!81 &963194226
AudioListener:
m_ObjectHideFlags: 0