From f0a0fa4595d25cf4aa34d0bafe6e73ad34b44daa Mon Sep 17 00:00:00 2001 From: MelekTaus Moribundus Date: Tue, 30 Jun 2026 21:32:32 +0200 Subject: [PATCH] Point the paint variant keep-alive at the right shader The painter clones Player.mat (Custom/PlayerCamoLit) at runtime and enables _METALLICSPECGLOSSMAP, _EMISSION and _OCCLUSIONMAP, all shader_feature_local. That keyword combination existed on no PlayerCamoLit material at build time, so Unity stripped the variant and the build fell back to the base variant - metallic/smoothness/emission/occlusion ignored, giving the flat look. The keep-alive material that should pin this variant pointed at URP/Lit instead of PlayerCamoLit, so it kept the wrong shader alive. Swap its shader GUID to PlayerCamoLit; the three keep-alive keywords already match what the painter sets, so the needed variant is now pinned into every build. Co-Authored-By: Claude Opus 4.8 --- Assets/Resources/PaintVariantKeepAlive.mat | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Resources/PaintVariantKeepAlive.mat b/Assets/Resources/PaintVariantKeepAlive.mat index 606d014..75ecebb 100644 --- a/Assets/Resources/PaintVariantKeepAlive.mat +++ b/Assets/Resources/PaintVariantKeepAlive.mat @@ -21,7 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: PaintVariantKeepAlive - m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} + m_Shader: {fileID: 4800000, guid: 7b3dd5720b6152047b45788060d64904, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: