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 <noreply@anthropic.com>
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@@ -21,7 +21,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: PaintVariantKeepAlive
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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_Shader: {fileID: 4800000, guid: 7b3dd5720b6152047b45788060d64904, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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