diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index afc8c3c..171c16e 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
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@@ -3912,6 +4803,11 @@ Transform:
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diff --git a/Assets/Scripts/MeshPainter.Pick.cs b/Assets/Scripts/MeshPainter.Pick.cs
index 3105a00..defe685 100644
--- a/Assets/Scripts/MeshPainter.Pick.cs
+++ b/Assets/Scripts/MeshPainter.Pick.cs
@@ -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;
+
///
/// 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.
///
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() : 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();
+ }
+
+ ///
+ /// 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.
+ ///
+ 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;
}
+ ///
+ /// 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).
+ ///
+ 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);
+ }
+
+ ///
+ /// 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.
+ ///
+ 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;
+ }
+
+ ///
+ /// 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.
+ ///
+ 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;
+ }
+
+ ///
+ /// 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.
+ ///
+ 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)
diff --git a/Assets/Scripts/PlayerCharacterController.cs b/Assets/Scripts/PlayerCharacterController.cs
index 07d1799..dba7635 100644
--- a/Assets/Scripts/PlayerCharacterController.cs
+++ b/Assets/Scripts/PlayerCharacterController.cs
@@ -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;
diff --git a/Assets/Supercyan Free Forest Sample/Materials/Mobile/Foliage/forestpack_foliage_low.mat b/Assets/Supercyan Free Forest Sample/Materials/Mobile/Foliage/forestpack_foliage_low.mat
index 20d76a9..a878c13 100644
--- a/Assets/Supercyan Free Forest Sample/Materials/Mobile/Foliage/forestpack_foliage_low.mat
+++ b/Assets/Supercyan Free Forest Sample/Materials/Mobile/Foliage/forestpack_foliage_low.mat
@@ -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}
diff --git a/Assets/Supercyan Free Forest Sample/Materials/Mobile/SignAndBridge/forestpack_roadSignAndBridge_low.mat b/Assets/Supercyan Free Forest Sample/Materials/Mobile/SignAndBridge/forestpack_roadSignAndBridge_low.mat
index 72eacb5..054059c 100644
--- a/Assets/Supercyan Free Forest Sample/Materials/Mobile/SignAndBridge/forestpack_roadSignAndBridge_low.mat
+++ b/Assets/Supercyan Free Forest Sample/Materials/Mobile/SignAndBridge/forestpack_roadSignAndBridge_low.mat
@@ -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}
diff --git a/Assets/Supercyan Free Forest Sample/Scenes/BrightDay.unity b/Assets/Supercyan Free Forest Sample/Scenes/BrightDay.unity
index 6204990..71398ab 100644
--- a/Assets/Supercyan Free Forest Sample/Scenes/BrightDay.unity
+++ b/Assets/Supercyan Free Forest Sample/Scenes/BrightDay.unity
@@ -884,7 +884,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 0
+ m_IsActive: 1
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m_ObjectHideFlags: 0