HTrace WSGI composites indirect lighting after post-processing using the
GBuffer albedo/occlusion of the player's stock URP GBuffer pass. That pass
knew neither the painted-height AO semantics nor the brightness/saturation
grade, so desaturated paint reappeared fully saturated in shadow/indirect
light and painted height modulated GI with the raw 0.5-centered value.
- PlayerCamoShared.hlsl (new): single source for camo knobs,
ApplyPaintedHeightSurface and ApplyCamoBodyGrade shared by both passes
- PlayerCamoGBuffer.hlsl (new): CamoGBufferFragment = URP 17.3 Lit GBuffer
fragment + height-AO remap on occlusion + grade applied to albedo
- PlayerCamoLit.shader: GBuffer pass now uses CamoGBufferFragment
- PlayerCamo.hlsl: consumes the shared helpers (forward path unchanged)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move brightness out of the half-lambert diffuse term to a final exposure
multiply on the whole shaded body color (diffuse + GI + specular), and add
a saturation grade (0 = neutral, -1 = grayscale, >0 = boosted) on the same
final stage. Saturation rides as a 4th component on CamoKnobs (Vector3 ->
Vector4) so it inherits all three persistence paths: HUD JSON, network
replication (_camo NetworkVariable), and painting-slot metadata. Wires the
renamed Slider_Brightness and new Slider_Saturation. Bumps HudFileVersion
and PaintMetaVersion with load-time remaps so existing paintings keep their
look (old 1=neutral saturation remaps to 0=neutral).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the symmetric sine with a raised cosine raised to
_XRayPulseShape: a long near-zero plateau, a slow rise and a short
full peak. Both shader halves use the identical formula to stay in
phase.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add a second, additive HDR emission color (_XRayColor) that reveals a
player through walls as a pulsing energy glow, driven during matches:
- Shader: XRayOverlay pass (ZTest Greater, additive) for occluded parts
plus a matching additive term in the forward fragment for visible
parts, so the glow shows everywhere and never double-blends. Exposes
_XRayColor, _XRayPulseSpeed and _XRayPulseStrength for a breathing pulse.
- Render it after opaques via a RenderObjects feature (custom XRayReveal
light-mode tag) on both PC and Mobile renderers, so the through-wall
test is depth-sort independent and no longer drops out at some camera
angles/distances.
- MeshPainter drives _XRayColor alpha through a framerate-independent
fade (xrayFadeDuration) rather than a hard toggle.
- Reveal is driven per avatar on every client: all remaining un-found
hiders glow during the Resolution phase, and a hider whose
ConcealmentMeter EmbeddedPercent exceeds MatchManager.embeddedRevealPercent
glows via an owner-authoritative NetworkVariable.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wire three material-backed look sliders (occlusion AO shift, relief normal
intensity, parallax intensity) through the paint HUD, its layout/state
persistence, the .paint slot format (bumped to v4), owner-authoritative
network sync and the runtime reset, mirroring the existing camo-knob path so
they save, restore, replicate and reset alongside the brush values.
Change the occlusion AO mapping from a division threshold to a linear shift:
AO fades from 1 down to (1 - shift) at the deepest painted hole, so a 0 shift
no longer leaves black spots. Enable _NORMALMAP alongside _PARALLAXMAP so URP
transforms the painted relief normal into world space (otherwise it discards
normalTS and the relief is invisible), and pin the added keyword in the build
keep-alive material.
Stop the pipette from picking the occlusion/height value and turn its toggle
off after a pick. Default the knobs to 0.2 shift / 1.4 normal / 1.0 parallax
across the shader, painter, network and HUD fallbacks.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Rebuild the camo controls around hiding a painted player in a dark scene. _HalfLambert is now a two-segment curve (0 = no effect / URP Lit, 0.5 = classic half-lambert soft terminator, 1 = fully flat) and a companion _HalfLambertBrightness (-1..1) additively shifts the flattened diffuse so the body tone matches the scene. _SpecularDampen still scales down the direct highlight. The view-coupled _FormSoftness normal-bend is removed entirely (it flipped light/dark with the camera); all knobs are now term-based and view-independent, and stay byte-identical to URP/Lit at their no-op values.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Custom/PlayerCamoLit is a URP 17 Lit clone whose ForwardLit pass routes
through PlayerCamo.hlsl - a faithful copy of UniversalFragmentPBR that
delegates all GI/APV/shadow/cluster-light helpers unchanged and only swaps
the three light calls for a camo variant. Three sliders flatten the form
cues that give a painted player away: _FormSoftness bends the per-pixel
normal toward the camera (softens diffuse + specular + reflections),
_HalfLambert lifts the diffuse shadow side, _SpecularDampen scales down the
direct highlight. All sliders at 0 are byte-identical to URP/Lit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>