Commit Graph
6 Commits
Author SHA1 Message Date
adminandClaude Fable 5 90da315fbd Switch to Deferred+ with dedicated forward renderer for radar camera; rendering-layer setup across scenes
Also serializes wallStepOffset on Player prefab and includes SliderDoubleClickReset wiring in Main (mixed scene edits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:32 +02:00
adminandClaude Opus 4.8 97abbceef7 Rendering settings: add HTrace AO volume override, tune SSAO prefilter
DefaultVolumeProfile gains an HTraceAOVolume override (AO mode, intensity 2,
radius 2). PC_RPAsset flips the SSAO prefilter permutation (interleaved on,
blue noise off, high sample count). URP global settings register the extra
feature rid.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 07:24:09 +02:00
admin b74123188b Setup lighting (GI, AO) 2026-07-07 13:28:49 +02:00
adminandClaude Opus 4.8 f32f22f2b6 Rendering: tune shadows, SSAO and X-ray reveal pass
PC_RPAsset: shadow distance 50->100, retune cascade4 split, cascade border 0. PC_Renderer: rename the X-ray reveal-through-walls render feature/pass tag, SSAO intensity 0.4->0.35 and radius 0.2->0.125.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:13 +02:00
admin 0df37b8e4a First working windows build 2026-06-28 13:16:21 +02:00
adminandClaude Opus 4.8 fa4474f6d4 Initial commit: Unity mesh painter project
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>
2026-06-22 12:03:24 +02:00