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>
Add a Resources material that sets all three PBR shader_feature keywords so
core build stripping retains the URP/Lit variants the runtime mesh painter
enables on the fly. Fixes metallic/smoothness/occlusion rendering as constant
in player builds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>