Add a second, additive HDR emission color (_XRayColor) that reveals a
player through walls as a pulsing energy glow, driven during matches:
- Shader: XRayOverlay pass (ZTest Greater, additive) for occluded parts
plus a matching additive term in the forward fragment for visible
parts, so the glow shows everywhere and never double-blends. Exposes
_XRayColor, _XRayPulseSpeed and _XRayPulseStrength for a breathing pulse.
- Render it after opaques via a RenderObjects feature (custom XRayReveal
light-mode tag) on both PC and Mobile renderers, so the through-wall
test is depth-sort independent and no longer drops out at some camera
angles/distances.
- MeshPainter drives _XRayColor alpha through a framerate-independent
fade (xrayFadeDuration) rather than a hard toggle.
- Reveal is driven per avatar on every client: all remaining un-found
hiders glow during the Resolution phase, and a hider whose
ConcealmentMeter EmbeddedPercent exceeds MatchManager.embeddedRevealPercent
glows via an owner-authoritative NetworkVariable.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wire three material-backed look sliders (occlusion AO shift, relief normal
intensity, parallax intensity) through the paint HUD, its layout/state
persistence, the .paint slot format (bumped to v4), owner-authoritative
network sync and the runtime reset, mirroring the existing camo-knob path so
they save, restore, replicate and reset alongside the brush values.
Change the occlusion AO mapping from a division threshold to a linear shift:
AO fades from 1 down to (1 - shift) at the deepest painted hole, so a 0 shift
no longer leaves black spots. Enable _NORMALMAP alongside _PARALLAXMAP so URP
transforms the painted relief normal into world space (otherwise it discards
normalTS and the relief is invisible), and pin the added keyword in the build
keep-alive material.
Stop the pipette from picking the occlusion/height value and turn its toggle
off after a pick. Default the knobs to 0.2 shift / 1.4 normal / 1.0 parallax
across the shader, painter, network and HUD fallbacks.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reuse the existing occlusion paint channel (no new map, MAP_COUNT stays 3):
0.5 is neutral, above 0.5 raises a hill, below 0.5 sinks a hole and also
fades ambient occlusion (saturate(2*occ)). Bind the MSO map to _ParallaxMap,
enable _PARALLAXMAP, derive a relief normal from the height gradient, and
reseed unpainted occlusion to 0.5 so untouched surfaces stay visually neutral.
Pin the _PARALLAXMAP runtime variant in the build keep-alive material.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rebuild the camo controls around hiding a painted player in a dark scene. _HalfLambert is now a two-segment curve (0 = no effect / URP Lit, 0.5 = classic half-lambert soft terminator, 1 = fully flat) and a companion _HalfLambertBrightness (-1..1) additively shifts the flattened diffuse so the body tone matches the scene. _SpecularDampen still scales down the direct highlight. The view-coupled _FormSoftness normal-bend is removed entirely (it flipped light/dark with the camera); all knobs are now term-based and view-independent, and stay byte-identical to URP/Lit at their no-op values.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move editor scripts to Assets/Scripts/Editor (PlaySceneWindow, SceneCollection),
move DefaultNetworkPrefabs and the Main Camera custom blends asset into
Assets/Settings, and shelve the unused HeroCutout shader/include under
Assets/Unused. Rename the Chameleon background texture, delete the obsolete
DefaultParentForEditor script and New Lighting Settings asset, add a The Room
SceneCollection asset, and drop the redundant Assets menu entry from the
StraightenKnees tool.
Custom/PlayerCamoLit is a URP 17 Lit clone whose ForwardLit pass routes
through PlayerCamo.hlsl - a faithful copy of UniversalFragmentPBR that
delegates all GI/APV/shadow/cluster-light helpers unchanged and only swaps
the three light calls for a camo variant. Three sliders flatten the form
cues that give a painted player away: _FormSoftness bends the per-pixel
normal toward the camera (softens diffuse + specular + reflections),
_HalfLambert lifts the diffuse shadow side, _SpecularDampen scales down the
direct highlight. All sliders at 0 are byte-identical to URP/Lit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Replace the CPU island-mask dilation guard on the GPU backend with a
coverage pass rendered through the same brush rasterizer, so sub-pixel
rim texels that the GPU brush can never reach fall into the gutter and
stay paintable (no more frozen loaded pixels at island edges).
Also includes user content: additional brush masks (dirt) with an
expanded mask selector in the HUD prefab, and CharacterController /
wall-climb inspector tuning.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>