- Split MeshPainter into partial classes (Setup/Backend/Gpu/Cpu) for maintainability
- Add ambient occlusion painting, packed with metallic/smoothness into one
MSO mask map (R=metallic, G=occlusion, A=smoothness) bound to both
_MetallicGlossMap and _OcclusionMap, kept independently paintable via
per-channel ColorMask
- Gate painting from a single IsChannelActive source so AO-only strokes work
- Blend albedo/emission in linear space on CPU to match the GPU framebuffer
- Pre-compensate data-channel writes for sRGB->linear so GPU matches CPU
- Harden GPU shader fallback to reflect real backend state
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extend the painter from a single albedo map to three paint maps:
albedo (_BaseMap), packed metallic+smoothness (_MetallicGlossMap,
R=metallic A=smoothness), and emission (_EmissionMap/_EmissionColor).
- Per-channel toggles (paint albedo / metallic+smoothness / emission)
- Metallic/Smoothness sliders and emission color + intensity brush params
- One brush shader drives all maps; metallic-smoothness uses a work
layout (R=metallic G=smoothness A=coverage) and a pack pass
(Hidden/MeshPaintPackMS) to the URP layout after each stroke
- GPU and CPU backends mirror all three maps with the same mask and
seam-dilation logic
- Material keywords (_METALLICSPECGLOSSMAP, _EMISSION) enabled and the
new maps seeded from the original material values
- Add hover preview (MeshPaintPreview.shader) with a Preview Mode enum
(Off / Flat Decal / On Surface) sharing the paint placement path so
size, mask, alignment and rotation match the actual stroke.
- Preview Opacity now ranges up to 4.0 so faint/grey masks can be shown
more strongly (saturates to full opacity before the hardware blend).
- Add Paint On Move Only: stamp once on mouse-down, then only while the
cursor moves (GPU and CPU paths alike).
- Remove brushOpacity; brushColor.a is now the global opacity multiplier
over the mask in both backends (the alpha channel was previously unused
by the brush shader).
Replace the 3D sphere brush with a square stamp in the surface tangent
plane whose shape and opacity come from a grayscale/alpha mask. Masks
are assignable via an inspector list with a live-switchable active index;
an empty list falls back to a procedurally generated circle mask that
reproduces the previous round brush.
- Mask drives opacity (luma * alpha * brushOpacity) via source-over blend
instead of a hard threshold cut; gray 0.5 = 50%.
- GPU and CPU paths stay identical; non-readable textures are supported on
the CPU via GPU blit-readback.
- Dilate pass treats any alpha > 0 as painted so soft edges survive seam
padding.
- Brush alignment enum (Camera/World) plus manual rotation; tangent frame
handedness fixed so stamps read upright and unmirrored in both modes.
Unity 6000.3 (URP) project with live mesh painting in play mode.
- MeshPainter.cs: paint a SkinnedMesh with the mouse, seamless across
UV islands via 3D-space painting, GPU and CPU backends (switchable),
edge-padding/dilation against bilinear seam bleed
- FrameRateLimiter.cs: simple frame rate limiting component
- MeshPaintBrush / MeshPaintDilate shaders for the GPU paint path
- Unity-specific .gitignore and .gitattributes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>