- Add mask selector with previews to the brush card (data-driven from
painter.brushMasks); persist activeBrushIndex with HUD layout.
- Fix alpha/coverage artifacts when overpainting after load or backend
switch: derive the dilation source marker from a deterministic UV island
mask instead of resetting it to "unpainted" on every seed.
- Import the two final brush mask textures (Brushes/).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Pipette samples all painted channel values (albedo, metallic, smoothness,
occlusion, emission) at the clicked texel and adopts them into the brush
with every opacity forced to 1, instead of painting. The screen raycast is
extracted into a shared TryRaycastPaintMesh helper used by painting, preview
and the pipette. A pipette toggle is added to the HUD panel prefab and wired
in PaintHud.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Spray brush mode: bakes a procedural scattered-dot mask per stamp (random
position, size, alpha within the brush disc) and paints it through the
existing single-stamp pipeline; dot centers clamped to (0.5 - dotR) so the
spray footprint matches the solid brush radius.
Paint interval: float on MeshPainter; 0 keeps the continuous interpolated
stroke, >0 emits a single timed dab every x.xx seconds.
Color picker alpha: horizontal alpha bar on both HSV pickers, runtime-built
in Rebind (no prefab re-bake), passed through to brushColor.a / emissionColor.a.
Metallic/smoothness + occlusion paint opacity: new opacity fields applied in
both CPU and GPU backends (GPU MSO draw split into MS and occlusion sub-stamps
for independent opacity), with cloned alpha sliders wired into the HUD.
Also includes the prefab layout tweaks and scene adjustments.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Split the single HUD panel into four independent per-channel sub-panels
plus a global brush-size panel, each a standalone RectTransform with its
own header (drag-handle ready). PaintHud now binds to a baked layout
prefab via recursive name lookup instead of building everything in code,
with a code-gen fallback. HsvColorPicker gains Rebind() to re-apply the
procedural gradient sprites and drag relays that a prefab cannot serialize.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>