Commit Graph
255 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 deee9d6ca1 Add SkyboxEnvironmentUpdater: runtime sky reflection + ambient
New [ExecuteAlways] component that renders the skybox (or an optional override material) into a custom reflection cubemap and refreshes DynamicGI so smooth/metallic materials reflect the sky without a baked LightingData asset. Uses a deferred apply plus a synchronous warm-render so the ambient probe resolves after domain reload; runs the reflection capture as a stripped CameraType.Reflection to avoid the URP MIP-bind error. Exposes reflection intensity (0..4) and optional ambient override.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:18:59 +02:00
admin b74123188b Setup lighting (GI, AO) 2026-07-07 13:28:49 +02:00
admin 669b4e1308 Add Majoras Mask, update gitignore 2026-07-07 11:16:43 +02:00
admin e0bd0f590b Add colliders for Majoras Mask 2026-07-07 11:04:37 +02:00
adminandClaude Opus 4.8 64eb2c29ef Paint content: update brushes, add DiscordChaos material, tune paint HUD
Refreshed brush atlases (Brushes.psb + hard/soft/square PNGs), new DiscordChaos material + texture, and PaintHudPanel slider range/value tweaks.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:38 +02:00
adminandClaude Opus 4.8 8e13f23237 Add Wall pose: new animation + pose, wire into Player pose list
New Paintman-Wall animation and Pose_Wall asset (authored via the UMotion project) added to the Player's pose list. Player MeshPainter textureSize 1024->512.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:29 +02:00
adminandClaude Opus 4.8 53412a6fb7 Map: further The Room geometry edits (ProBuilder)
Additional ProBuilder mesh work in The Room plus updated ProBuilder shape/select editor settings (Plane shape defaults).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:22 +02:00
adminandClaude Opus 4.8 5a56da3d86 Main scene: hunterCount 1->0, bump network simulator preset
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:22 +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
adminandClaude Opus 4.8 f5af0592f9 Project tooling: add Unity Recorder, drop stale PlayMode.meta
Add com.unity.recorder 5.1.6 (manifest + lock, pulls openimageio binding). Remove the now-orphaned Assets/Settings/PlayMode.meta folder asset.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:07 +02:00
adminandClaude Opus 4.8 1fbd66095c Radar ping: anchor sweeps to seek start so they stay in sync with the HUD
RunSeekPhase fired the interval ping from an accumulating countdown that discarded each cycle's frame overshoot and drifted seconds late over a match, while the HUD ping countdown is anchored absolutely to _seekStartTime. Fire on absolute interval boundaries (n*interval from _seekStartTime) instead, sharing the HUD's anchor so the on-screen timer hits 0:00 the same moment the sweep fires. A missed boundary is skipped, never bursted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:36:59 +02:00
adminandClaude Opus 4.8 ee01b3b8ab MeshPainter: resample saved paint to avatar resolution on load
Drop the resolution gate in LoadPaintByName/ReadMapPng. A slot saved at any size is now bilinearly resampled per map to the current avatar's textureSize (new ResampleBilinear/Bilerp helpers, running on the stored bytes with no gamma conversion to match downstream consumption), so any painting loads onto any avatar regardless of the size it was saved at.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:36:53 +02:00
adminandClaude Opus 4.8 5aa1f976d3 Tune match timings and radar ping cadence
hideDuration 90->120, seekDuration 300->240; radar ping interval and lifetime adjustments plus blip fade defaults.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 19:49:31 +02:00
adminandClaude Opus 4.8 8ae499d899 Map: expand The Room level geometry (ProBuilder)
Add World Border material, ProBuilder mesh data and updated ProBuilder settings.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 19:49:23 +02:00
adminandClaude Opus 4.8 f59f9abcf0 Add Roslyn analyzer plugin
Bundle Microsoft.CodeAnalysis (C#) plus its dependencies under
Assets/Plugins/Roslyn for source-generator / analyzer support.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 17:33:54 +02:00
adminandClaude Opus 4.8 21fecdd569 FurShell authoring: drop orphaned scale-influence prop, tune fur X-ray
FurShell.mat: remove the now-orphaned _FurScaleInfluence serialization.
Player.prefab: _xrayFurStrength tuned to ~0 (fur X-ray glow off).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 17:31:09 +02:00
adminandClaude Opus 4.8 9d16524ded FurShell: remove scale-influence, curvature scales with player scale
Drop the _FurScaleInfluence blend (fur stays a constant world length at
any avatar size, as tuned to influence 0) and scale the gravity curvature
droop by the avatar world scale (_FurObjScale) instead, so the bend tracks
the player: hider 0.5 => smaller droop, hunter 1.5 => bigger droop.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 17:31:05 +02:00
adminandClaude 41d5b87e9e add multiplayer playmode package
Adds com.unity.multiplayer.playmode 2.0.2 (manifest + lock) for local multi-client testing. Serializes the package's generated PlayMode.meta and VirtualProjectsConfig.json.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-06 16:35:42 +02:00
adminandClaude 95a8cdce52 FurShell material: serialize new scale/X-ray properties
Material now stores the shader's new _FurObjScale/_FurScaleInfluence and
X-ray glow properties (template defaults; FurShellRenderer remains the
single source of truth and overrides them live from the painter).

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-06 16:33:32 +02:00
adminandClaude 9dc8f21528 FurShell: scale-aware length/curvature + X-ray glow mirror
The fur is drawn from a CPU-baked unit-scale mesh whose instance matrix
carries the avatar's world scale, so the extrusion scaled fully 1:1 with
the player (hider 0.5 / hunter 1.5). That read as too-short fur on the
small hider and too-long on the big hunter, and the curvature droop was
sized off the raw unity_ObjectToWorld which doesn't carry the per-instance
scale in the RenderMeshInstanced path.

- FurShellRenderer pushes the avatar's lossyScale (_FurObjScale) plus a new
  Fur Scale Influence (0..1, default 0.5) that blends the fur SIZE between
  fully proportional (1) and a constant world length (0). The shader
  pre-divides the object-space displacement so the net world length follows
  effScale; curl droop and wind use the same effScale, keeping the curl
  SHAPE invariant across avatar sizes and influence settings.
- The body's see-through X-ray reveal (forward half) is mirrored onto the
  visible fur so strands glow WITH the reveal instead of hiding it under
  opaque fur. FurShellRenderer pulls the live colour/pulse/flash from the
  sibling MeshPainter (new getters), in phase with the body. A new X-Ray
  Fur Strength (default 0.2) tames the per-shell accumulation, since the
  body writes the glow once (opaque) but the fur stacks N transparent
  shells that each composite it.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-06 16:33:21 +02:00
adminandClaude Opus 4.8 d9e4aec927 Authoring: serialize pingKey default, NetworkSimulator preset tweak
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:59:32 +02:00
adminandClaude Opus 4.8 bfcd84afe4 Add manual radar ping, blip refresh/fade, and resolution statue barrier
- Manual hider ping on "E": server-authoritative RequestManualPing gated to
  Seek + living hider; shared EmitRadarPings path so interval and manual pings
  produce identical blips. Ping key read client-side in GameModeManager, role-
  gated and excluded in FreeCam (E is fly-up there).
- Radar refreshes an existing blip for the same transform target instead of
  duplicating it (lifetime resets to the configured value) via RadarTarget.Refresh.
- Blips fade in/out independently of the disc fade: per-blip MoveTowards factor
  multiplied on top of the radar fade, refresh-safe, with separate in/out speeds.
- Resolution countdown waits for conversion statues to load: generalized the
  match-start loading barrier (RunReadinessBarrier over _barrierTargets, hold
  phase carried in MsgBeginLoad) and run it a second time over statue IDs before
  starting the real resolveDuration. Only holds for Conversion with real statues.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:59:28 +02:00
adminandClaude Opus 4.8 8f31c07bef Authoring: Radar-Tuning + Fade-Defaults, Prefab-Hash-Churn
Main.unity: radarPingInterval 30->10, radarPingLifetime 3->2, Sim-Preset,
Radar-Fade-Defaults (fadeInSpeed 5, fadeOutSpeed 3, hiddenScale 0.8).
Radar.mat: Basis-Alpha 0.443->0.427.
ConversionStatue/Hider.prefab: regenerierter GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:23:49 +02:00
adminandClaude Opus 4.8 043fafa796 MatchManager: Debug-ContextMenu-Label umbenannt
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:23:49 +02:00
adminandClaude Opus 4.8 cad5015d42 Radar: fade in/out statt hartem Enable-Toggle
Gemeinsamer 0..1-Fade-Faktor treibt Disc-Alpha (baseAlpha * fade via MPB),
Blip-Alpha (RadarTarget, im Gleichschritt) und Radar-Scale (0.8 -> 1.0).
Fade-in/-out-Speed separat einstellbar; Kamera bleibt an solange fade > 0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:23:42 +02:00
adminandClaude Opus 4.8 65bd6f8efc Authoring: default players-collide off, sim preset, statue prefab hash
Set GameModeManager.playersCollide to off in Main.unity, retune the
NetworkSimulator preset reference, and pick up the ConversionStatue
prefab's regenerated GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 11:18:10 +02:00
adminandClaude Opus 4.8 414beaa403 Add player-collision toggle and make conversion statues follow it
Add a per-machine "Players Collide" switch on GameModeManager: a
self-healing reconciler routes the local capsule through other avatars'
body colliders via Physics.IgnoreCollision when disabled, re-asserting
every frame while off to survive the late-created runtime MeshCollider,
conversion respawns and teleport resets. Expose Active/ActiveVersion/
BodyCollider on NetworkPlayerSetup for the reconciler.

Give MatchStatue the same Active registry + BodyCollider pattern so the
frozen conversion statues obey the same toggle (they carry their own
paint MeshCollider but are deliberately not NetworkPlayerSetup avatars).
Also drive the statue's steady X-ray reveal in Resolution, matching an
un-found hider.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 11:17:19 +02:00
adminandClaude Opus 4.8 8bafa2f10a Scene authoring: ConversionStatue prefab, registration and wiring
- ConversionStatue.prefab: Hider variant stripped of player-only components
  (NetworkPlayerSetup, PlayerAnimationSync, ConcealmentMeter, PlayerScaler),
  controllers disabled, MatchStatue added.
- DefaultNetworkPrefabs.asset: register the statue prefab.
- Main.unity: wire MatchManager.statuePrefab.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 09:33:21 +02:00
adminandClaude Opus 4.8 0f108fce47 Add conversion statues shown in resolution phase
In Conversion mode, capture a snapshot (pose index + paint) of each hider
at conversion time and materialize a frozen, painted statue at the found
spot for the resolution phase, independent of the now-hunter avatar.

- MatchStatue.cs (new): server-init pose/paint, network-driven pose then
  freeze, reveal-gate (hidden until paint applied), kills inherited sim.
- PlayerPaintSync: _isStatue (sibling auto-detect) suppresses the three
  auto-behaviours so MatchStatue drives the paint flow deterministically.
- MatchManager: statuePrefab; capture in ConvertToHunter; spawn on
  resolution enter; despawn + record clear on EndMatch/teardown/start.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 09:33:15 +02:00
adminandClaude Opus 4.8 0a1e286a34 Add debug skip-to-next-subphase for MatchManager
Server-authoritative skip flag consumed by each phase wait loop
(loading barrier, hide/resolution wait, seek phase), routed via
authority like RequestEndMatch. Exposed as a [ContextMenu] and
public method; single transition per trigger, cleared on teardown.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 08:12:00 +02:00
admin c355dd2438 Scene authoring: match tuning and Radar Camera audio listener cleanup
- Main.unity: matchLoadTimeout 30, hitRevealDelay 0.35 -> 0.2, sim
  preset reselect (Mobile 2G), and remove the redundant AudioListener
  on Radar Camera (silences the "2 audio listeners in scene" warning).
2026-07-06 07:55:52 +02:00
adminandClaude Opus 4.8 a2c8a2c75d Freeze players during map load: kill gravity and hide own mesh
- PlayerCharacterController: GravityEnabled toggle. When off, hold
  vertical velocity at zero and skip steep-slope sliding so a frozen
  avatar neither falls nor drifts; true is byte-for-byte the old path.
- GameModeManager: during Loading, additionally disable gravity and
  hide the local body (SkinnedMesh + fur shell), re-asserted each frame
  to catch the mid-load lobby->match respawn. Restored (body shown,
  gravity on) before ActiveMode.Enter() on release to Hide.
- MatchManager: enter Loading *before* SwapScenes so still-bound lobby
  avatars are frozen before their floor unloads. Fixes the player
  falling into the void during the lobby->map scene swap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 07:55:40 +02:00
adminandClaude Opus 4.8 fba4780c0e Add match-start readiness barrier (Loading phase)
Gate the Lobby-to-world transition on a new MatchSubPhase.Loading before
Hide: movement stays frozen and the Hide countdown does not start until
every connected client has spawned all match avatars and applied their
paintings.

- MatchManager: Loading phase; matchLoadTimeout tunable; Match_BeginLoad
  broadcasts the respawned avatar NetworkObjectIds (+ generation tag),
  Match_Ready collects per-client ACKs (host self-checks locally); barrier
  coroutine in RunMatchPhases before Hide; disconnect/teardown cleanup.
- GameModeManager: freeze local player (movement/paint/tab) during Loading,
  restored via ActiveMode.Enter() on transition to Hide (no camera jump).
- NetworkPlayerSetup: treat Loading like Hide in ComputeVisible so a
  fast-loading client cannot reveal a hider early.
- MatchHud: "Loading" phase label.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 22:07:59 +02:00
adminandClaude Opus 4.8 ec395ab766 Radar-/Ping-HUD Szenen-Setup + Lobby-Material
Main.unity: Ping-Time-TMP-Objekt angelegt und am MatchHud verdrahtet
(_pingTimeText), radarPingInterval 30 / radarPingLifetime 3, radarCamera.
Lobby.unity: Material-Swap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 21:45:16 +02:00
adminandClaude Opus 4.8 de82ce25de Radar-Sichtbarkeitsgates, Hider-Pings im Seek + Ping-Countdown
Radar: nur sichtbar bei >=1 Target, in First-Person und in der Seek-Phase
(Overlay-Kamera getoggelt, Blip-Skripte laufen weiter). Singleton fuer
Server-Zugriff. GameModeManager: Kamera + Tab-Moduswechsel erst ab
gebundenem Lobby-Player (Inert-Zustand ohne Player, Orbit-Input geparkt).

MatchManager: Server tickt im Seek alle radarPingInterval (30s) und
broadcastet noch nicht gefundene Hider (NetworkObjectId + radarPingLifetime
3s) nur an Hunter-Clients; jeder Hunter loest lokal auf und spawnt Blips.
Ping-Loop in die Seek-Coroutine gefaltet (EndMatch stoppt ihn mit).

MatchHud: Ping-Countdown lokal aus Seek-Start + Kadenz berechnet, Format
m:ss (0:30..0:01), ausserhalb Seek / bei deaktivierten Pings 0:00.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 21:45:10 +02:00
adminandClaude Opus 4.8 23b51d07a4 Authoring: radar scene setup, materials, tag + fur/probuilder tweaks
- Main.unity: Radar / Target Template / Point hierarchy under Radar Camera
- Radar tag added (TagManager)
- Radar.mat + RadarPoint.mat (URP Particles/Unlit blip material)
- The Room.unity: fur shader tint/softness tweaks, Target Template disabled
- Player.prefab: xrayFlashBoost/fur field reserialization
- ProBuilder editor prefs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 20:47:13 +02:00
adminandClaude Opus 4.8 f5de233e0c Add radar blip system: Radar spawner + directional RadarTarget
Radar.Spawn(transform, lifetime) clones the "Target Template", names it
"Target" and attaches a RadarTarget that self-destructs after lifetime.

RadarTarget aims each frame toward camera->target (full 3D LookRotation),
drives the point renderer's _BaseColor from a forward-bearing gradient
(ahead/side/behind depth cue lost in the flat disc projection) via a
MaterialPropertyBlock, and scales the point renderer transform by
camera->target distance.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 20:46:58 +02:00
adminandClaude Opus 4.8 e571375cab feat(ui): move HSV swatch onto the SV handle
HsvColorPicker: read the color swatch from the SV handle's child
("Handle/Swatch") instead of a standalone root child; drop the dead
leftover-alpha bar and root-swatch fallback handling.
PaintHudPanel.prefab: restructure the picker so the swatch lives under
the SV handle and wire _swatch accordingly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 17:26:57 +02:00
adminandClaude Opus 4.8 9dfac9a24c chore(authoring): hunter speed tuning + match/scene settings
Hunter.prefab: moveSpeed 1, sprintSpeedMultiplier 2->4, GlobalObjectIdHash.
Main.unity: hideDuration 20->90, resolveDuration 20->50, NetworkBootstrap
GUI off, network simulator preset -> Mobile 2G.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 15:14:26 +02:00
adminandClaude Opus 4.8 48975c0f20 perf(paint): stronger X-ray hit flash + kill spawn/respawn freeze
X-ray hit flash: drive a dedicated flash mode instead of the normal
reveal - pulse off (steady), intensity boost (xrayFlashBoost, default 3x),
snap-on, then restore authored color/pulse exactly. Fixes the weak/dark
flicker where the 0.35s hit window often caught only the pulse's near-off
plateau.

Spawn/respawn freeze: pool GPU RenderTextures across despawn->respawn
(TeardownGpu recycles, CreateRT pops) so a hider->hunter conversion no
longer churns ~70MB of RT alloc/free on every observer; reuse staging
textures to cut per-map GC. Defer the blank base-seed on reveal-gated
remote replicas (DeferInitialSeed) - the real pixels arrive with the
snapshot apply anyway; gate the FurShellRenderer alongside the body so a
deferred replica never shows the pooled RT's stale fur; EnsureBackendSeeded
+ TryCaptureSnapshot guard against capture-before-reseed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 15:14:20 +02:00
adminandClaude Opus 4.8 4ceaf85c8f Authoring: Hunter/Hider prefab ids, Main scene match tuning + sim preset
- hitRevealDelay 0.35, resolveDuration 20, NetworkSimulator preset (Mobile 2G).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 14:19:00 +02:00
adminandClaude Opus 4.8 9290ef650b Hunter shot: replicated laser beam + X-ray hit flash; snapshot apply in-place reseed
- Laser.shader + HunterLaserBeam: additive HDR beam, fade in/out over opacity
  and thickness, code-driven LineRenderer, tunable emission multiplier.
- FirstPersonMode: TryShoot computes world endpoint, fires beam with lateral
  muzzle offset (right) so it isn't dead-center from hunter view.
- NetworkPlayerSetup: shot relay RPCs (owner->server->all) + hit-flash RPC
  (server->all), flash OR-branch in ComputeXRay.
- MatchManager: hit reveal broadcasts X-ray flash first, delays hider removal
  by hitRevealDelay so the glow is visible before the body vanishes.
- MeshPainter reseed: in-place fast path avoids full GPU backend teardown on
  snapshot apply (no ~70MB RT churn), fixes spawn/paint-load hitch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 14:18:55 +02:00
adminandClaude Opus 4.8 5b95cb7f56 Authoring: Main scene, HUD panel, move FurShell material to Assets/Materials
- Main.unity + PaintHudPanel.prefab: fur/paint HUD authoring updates.
- Rename FurShell_Test.mat -> Materials/FurShell.mat (same GUID).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:58 +02:00
adminandClaude Opus 4.8 ed09d6a1b0 Netcode: receiver-side paint reveal gate + fur pipette gating
Hide remote avatars until this client has actually applied a snapshot
reaching the owner-published baseline cutoff, preventing the default
grey/white material from flashing before a player's painting has loaded.

- PlayerPaintSync: owner-authoritative _publishedCutoff NetworkVariable,
  receiver tracks _appliedCutoff; explicit blank publish for never-painted
  avatars so they still reveal.
- NetworkPlayerSetup: cache _paintSync, hide body renderers on spawn, gate
  UpdateVisibility on PaintRevealReady.
- MeshPainter.Pick: fur toggle now follows pickedHeight (own paint-mesh
  only), matching the Occlusion/Height pipette behaviour.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:46 +02:00
adminandClaude Opus 4.8 49704448e9 Fur authoring: Player-FurShellRenderer, Paint-HUD-Panel, Testszene & -material
Avatar-Setup und HUD-Autoring fuer das Fur-Feature (Code liegt in 1b783a3):
- Player.prefab: FurShellRenderer am Player verdrahtet, furLength-Default 0.5
- PaintHudPanel.prefab: Slider_FurLength + Fur-Panel-Widgets
- The Room.unity: Fur-Testaufbau
- FurShell_Test.mat: Test-Material fuer den Shell-Shader

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 23:41:57 +02:00
adminandClaude Opus 4.8 1b783a39be Fur: Albedo-gekoppelte Länge, Toggle-Gate, Soft-Edge, World-Gravity, Pipette & FP-Hide
- Fur-Map trägt nur noch R = Länge (linearer Datenkanal); Farbe kommt per-texel
  aus der Live-Albedo-RT (an _BaseMap des Shell-Shaders gebunden)
- Toggle_Fur als echtes Gate (IsChannelActive = fur), Default aus, furLength 0.5
- Weicher Alpha-Übergang (radial/tip/length coverage) statt Hard-Clip; Transparent-
  Pass mit Depth-Bias (Offset -1,-1) gegen Body-Durchflimmern
- Root dunkler / Tip heller aus gemalter Farbe abgeleitet (kein Fix-Tint)
- Gravity/Curl in World-Space nach Transform (unabhängig von Mesh-Rotation)
- Pipette aktiviert Fur-Toggle immer; liest R-Kanal als Länge
- First-Person blendet FurShellRenderer mit aus
- Netzwerk (FlagFur), Undo, Persistence (fur.png R=Länge) mitgezogen

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 23:40:58 +02:00
adminandClaude Opus 4.8 7536e8ec8b Fur als 4. Paint-Map + Ziel-Opacity-Blend
Fur wird die vierte kanonische Paint-Map (RGB=Farbe, A=Länge). Integration
über Seed (kahl), GPU/CPU-Paint, Undo, Netzwerk-Sync, Persistence (fur.png,
v6) und Live-RT-Hook im FurShellRenderer. HUD-Binding (Toggle/Picker/Alpha)
aktiviert. Fur-Alpha lerpt jetzt zu einer Ziel-Opacity (Slider_FurOpacity)
statt additiv Richtung 1 zu akkumulieren (zwei Brush-Passes: Fade + Deposit).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 21:35:53 +02:00
adminandClaude Opus 4.8 43791abc79 Add fur-map support, skinned driver, and world-down curvature to fur shell
FurShell now reads an RGBA fur map (RGB = per-texel strand colour,
A = fur length) so the standalone look can be driven per-texel. Alpha 0
clips the whole shell stack (root included) so a painted body shows
through; _SolidRoot keeps the opaque base shell only for the full-coverage
prototype. White map default keeps the standalone prototype unchanged.

FurShellRenderer drops the MeshFilter requirement and resolves its mesh
per frame: on a SkinnedMeshRenderer it borrows the SkinnedColliderBaker's
per-frame baked pose so the fur follows the animation with no extra bake.

Curvature/gravity now bends strands toward WORLD down (converted into
object space via unity_WorldToObject) instead of object-local down, so a
rotated player mesh droops downward correctly. Identity rotation is
unchanged, so the test sphere is unaffected.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 20:47:15 +02:00
adminandClaude Opus 4.8 bf4297a3b1 Add generic shell-texturing fur shader and renderer
FurShell.shader renders N normal-extruded shells with per-strand
alpha-cutout for hair/fur/grass on any mesh (needs only normals/UVs).
Parameters cover length, density, thickness, taper, tip fill, curvature,
per-strand direction randomness, wind sway and silhouette strand stretch.

FurShellRenderer drives every parameter via MaterialPropertyBlock and
draws the mesh shellCount times with RenderMeshInstanced from
beginCameraRendering (works in edit, game and screenshot cameras).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 17:34:58 +02:00
adminandClaude Opus 4.8 50efc7e8b3 Fix: wheel over UI scrolls the list instead of zooming the camera
The orbit rig read the wheel unfiltered for zoom, so scrolling a paint-mode
scroll list also zoomed the camera. Gate the zoom behind a shared
InputUtil.PointerOverUi() helper (EventSystem raycast); MeshPainter's private
IsPointerOverUi() now delegates to the same helper (DRY).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 16:04:51 +02:00