Assigned texture drives the picture material BaseMap via a per-frame
material instance (asset untouched, frames sharing a material stay
independent) and takes priority for aspect resolution. New default
picture material Frame Picture.mat wired in the script defaults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Frame thickness, corner radius, padding, inner depth and picture depth
are now normalized factors (scale with Size, no dead clamp zones).
Picture aspect is computed inside-out so padding and frame thickness
no longer distort the image. New Frame Inner.mat as inner default.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace Width/Height with a single Size (longer side); the shorter side
follows the picture material's base map source-image aspect (editor-
resolved, serialized for builds, 1:1 fallback). Add Range attributes on
all frame parameters and default material references (new Frame.mat).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The MotionVectors pass (drawn by HTrace and URP against the real camera
depth buffer) was stock URP: no cutout clip and ZWrite on, so it wrote
the wall depth back into the hole after opaques. The skybox then failed
the depth test there (black disc) and all screen-space effects
(SSAO/GI) shaded the hole with the occluded wall's depth.
The pass now runs ApplyHeroCutout before URP's fragment entry point.
ObjectMotionVectors.hlsl forces its own entry via include_with_pragmas,
so the pragmas are declared explicitly and the file is plain-included.
Complements the earlier GBuffer clip; XR MV pass and ShadowCaster stay
stock on purpose. Includes render-queue churn on the occluder material.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- New TV Video material + environment video clip on the plasma TV
- New P1002728 photo material/texture, P1002712 texture, three new
paint prefab variants
- Living-room prefab variants updated across the set
- Remove stale generated concealment collider PolyShape assets
- The Room scene content pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New IMG_20250412_132757_908 texture/material on a quad, level edits,
regenerated skybox reflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Player.mat gets _Saturation: 0 (neutral). PaintHudPanel renames
Slider_HalfLambertBrightness -> Slider_Brightness and adds Slider_Saturation
(range set for the new -1..0..+ semantics).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Added SkyboxEnvironmentUpdater to the scene and switched Environment Reflections to Custom with the generated SkyboxReflection cubemap; unassigned the borrowed Supercyan forest LightingData asset (m_LightingDataAsset -> 0) and lowered ambient intensity to 0.75. Gold material metallic 1 -> 0.9 to soften the reflection look.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Refreshed brush atlases (Brushes.psb + hard/soft/square PNGs), new DiscordChaos material + texture, and PaintHudPanel slider range/value tweaks.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FurShell.mat: remove the now-orphaned _FurScaleInfluence serialization.
Player.prefab: _xrayFurStrength tuned to ~0 (fur X-ray glow off).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Material now stores the shader's new _FurObjScale/_FurScaleInfluence and
X-ray glow properties (template defaults; FurShellRenderer remains the
single source of truth and overrides them live from the painter).
Co-Authored-By: Claude <noreply@anthropic.com>
Add the HalfLambert, HalfLambert brightness and specular-damp sliders to the paint HUD panel, dial the camo values on Player.mat, and disable shadow casting on the Paintman renderer so the player's cast shadow no longer gives away its position.
Heavy authoring pass on The Room scene plus lighting/render tuning across
scenes: Lobby gets lower ambient/reflection intensity, softer shadow
strength and a baked lighting data asset; Main and Test Map drop their
lighting data/settings links. Replace the living-room Glass materials with
reworked versions under Assets/Materials, update BrightDaySettings, and set
hunterCount to 0 in Main.
Reveal the player when geometry sits between the orbit camera and the
character: a screen-space circular mask in a URP/Lit clone (HeroCutoutLit)
clips occluders in front of the player, depth-gated so only geometry nearer
than the hero is cut. The cutout lives outside UnityPerMaterial (SRP batcher
intact) and is a no-op when disarmed, so occluders look identical to URP/Lit.
A runtime driver (HeroCutout.cs on Main/GameManager) feeds the player's
screen position, radius, feather and depth into global shader properties and
only arms while the third-person orbit vcam is live; it disarms in
first-person, free-cam and the pause menu. Applied to the lobby walls via a
dedicated occluder material (floor left solid). Shipped but shelved for now.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Main scene gets a full-rect Background image (Chameleon Background 1) in
the menu UI and re-enables a UI component. Lobby scene receives extensive
authoring (sky, lighting, props). New Lobby Sky and White Glow materials;
Yellow Glow emission toned down from ~89 to 64.
The pipette now raycasts the nearest collider of any object, not just the
paint mesh. On a foreign hit it reads all channels texel-accurately from the
object's material maps (BaseMap/MetallicGloss/Occlusion/Emission) combined
with the material scalars per URP/Lit conventions, falling back to scalar
properties where a map is missing or the collider yields no UV. Includes
scene test props and materials for verifying foreign-object picking.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>