Drive parallax height and relief from the painted occlusion channel
Reuse the existing occlusion paint channel (no new map, MAP_COUNT stays 3): 0.5 is neutral, above 0.5 raises a hill, below 0.5 sinks a hole and also fades ambient occlusion (saturate(2*occ)). Bind the MSO map to _ParallaxMap, enable _PARALLAXMAP, derive a relief normal from the height gradient, and reseed unpainted occlusion to 0.5 so untouched surfaces stay visually neutral. Pin the _PARALLAXMAP runtime variant in the build keep-alive material. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -28,6 +28,7 @@ Material:
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- _EMISSION
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- _METALLICSPECGLOSSMAP
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- _OCCLUSIONMAP
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- _PARALLAXMAP
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m_InvalidKeywords: []
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m_LightmapFlags: 1
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m_EnableInstancingVariants: 0
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@@ -78,7 +79,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: c24e49ee8237bac42930ef868a325c48, type: 2}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _SpecGlossMap:
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