Split mesh painter into partials and add occlusion via combined mask map
- Split MeshPainter into partial classes (Setup/Backend/Gpu/Cpu) for maintainability - Add ambient occlusion painting, packed with metallic/smoothness into one MSO mask map (R=metallic, G=occlusion, A=smoothness) bound to both _MetallicGlossMap and _OcclusionMap, kept independently paintable via per-channel ColorMask - Gate painting from a single IsChannelActive source so AO-only strokes work - Blend albedo/emission in linear space on CPU to match the GPU framebuffer - Pre-compensate data-channel writes for sRGB->linear so GPU matches CPU - Harden GPU shader fallback to reflect real backend state Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
1 parent
86c0a33687
commit
c7ec12e6d9
11 files changed
+927
-776
No files matched your search
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43a45b2bb2bb2b8499debf83ef5a7371
|
||||
Reference in new issue
Block a user