Commit Graph
168 Commits
Author SHA1 Message Date
admin f66ebbf10a Player prefab 2026-06-27 10:51:32 +02:00
adminandClaude Opus 4.8 120d3b6675 Fix wall/ceiling corner rotation twitch by latching the climbed surface
In an inner wall/ceiling corner the body's facing flipped ~9 deg every
frame. Recorded frame data showed the wall/ceiling classification flipping
160 times: _wallNormal.y swung the full range (0.0 wall <-> -0.966 ceiling)
each frame, far past the hysteresis band, so the Schmitt trigger could not
hold it.

Root cause: _wallNormal had two competing per-frame sources.
- The contact-normal blend (Update) mixes ceiling and wall contacts in the
  corner into ~(0,-0.97,-0.26), classified as ceiling.
- ProbeWall raycasts along -_wallNormal, which tilts toward the wall, so the
  ray clips the wall and returns (0,0,-1), classified as wall.
Wall and ceiling drive different rotation targets (snap to face-wall vs.
face movement direction), producing the per-frame twitch.

Fix:
- The contact blend no longer overwrites _wallNormal during an active climb
  (it only seeds the initial grab); the probes own the normal while climbing.
- Surface-aware probing: on a ceiling, probe straight up (ProbeCeiling)
  instead of along -_wallNormal, so the angled ray can no longer clip the
  wall and demote us. Stay latched on the ceiling until it is genuinely gone
  overhead, then fall back to the wall probe.

Also retains the ceiling-class hysteresis (Schmitt trigger on the normal's
downward tilt) from the prior attempt as added stability.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 10:25:05 +02:00
adminandClaude Opus 4.8 52f9ace9e0 Replace ceiling Y offset with per-pose CharacterController capsule
Each PlayerPose now carries its own collider center Y, radius and height,
eased and routed to the CharacterController via a SetCapsule single-writer.
This lets crawl poses (Ball/Star) shrink the capsule to fit under furniture.
The ceiling Y offset is removed; poses without authored sizes fall back to
the base capsule, so existing poses keep their collision.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:55:10 +02:00
adminandClaude Opus 4.8 13de058819 Add baked voxel concealment volumes for concave furniture
Replace unreliable raycast parity on open-shell meshes with editor-baked
voxel grids. ConcealmentVolume bakes an inside-mask per object using the
union of a generalized-winding-number test (solid material, robust to open
shells) and an exterior flood-fill (enclosed cavities). ConcealmentMeter
now prefers baked volumes via an O(1) world-space lookup through a registry,
falling back to the old concave parity only for un-baked colliders.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:10:47 +02:00
adminandClaude Opus 4.8 a3ef7055b4 Add free-camera mode with player-equivalent collision
Introduce a free-fly camera as the next entry in the Tab mode cycle
(Player Control -> Paint -> Free Cam):

- FreeCamController: dedicated CinemachineCamera plus a CharacterController
  mirroring the player capsule (radius 0.1, height 1.3, slope 59, step 0.15)
  so the free camera collides with walls/ceiling/floor exactly like the
  player. WASD/Q-E (and Space/Ctrl) fly relative to view; mouse looks.
- FreeCamMode: plain-C# GameMode mirroring PaintMode, with an Exit() that
  restores camera priority and re-enables player control + camera input.
- GameModeManager: register freeCam in the Tab cycle (gated like player).
- Scene: FreeCamera object wired, Main Camera custom blends (0.4s) for the
  vcam priority hand-off.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 23:01:14 +02:00
adminandClaude Opus 4.8 0edc59555a Add per-pose camera target Y offset and route ceiling offset to camera
Add cameraTargetYOffset to PlayerPose so each pose can offset the
Cinemachine ThirdPersonCamera follow/look target independently of the
body mesh. PlayerCharacterController gains a cameraTarget reference
(auto-resolved via the "CameraTarget" child, base position captured in
Awake) and a single-writer SetCameraTargetLocalYOffset. PlayerPoseController
eases the per-pose camera offset and composes it with the shared ceiling
offset, so the camera target follows the ceiling lift in lockstep with the
mesh. Wire cameraTarget explicitly in SampleScene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 22:01:43 +02:00
adminandClaude Opus 4.8 ba7f8804c5 Add 3D Living Room (URP) interior kit and dress SampleScene
Import Barking Dog's free URP-ready interior asset (~41 MB, 155 assets:
meshes, textures, materials, prefabs) as the small interior map, and
populate SampleScene with its geometry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 21:37:37 +02:00
adminandClaude Opus 4.8 f652cdeca0 Add ceiling rotation drag and refine ground/wall pose offset controls
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 19:34:51 +02:00
adminandClaude Opus 4.8 080b2a1c39 Disable foot IK on pose playables and add ball pose
- PlayerPoseController: add applyFootIK toggle (default off) and apply it
  to each pose playable so straight-knee idles render straight; Mecanim
  foot IK was bending the knees to plant the feet (162° instead of 180°).
- Add Pose_Ball / Paintman-Ball animation and reorder the pose list.
- Move StraightenKneesTool editor utility under Assets/Unused/Editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 18:20:56 +02:00
adminandClaude Opus 4.8 5dd35dd0f9 Integrate humanoid walk/run animations and per-clip pose speed sliders
- Import Mixamo humanoid Walking + Running FBX, switch rig type to Humanoid
- Wire walkClip/runClip with per-clip speeds on Pose_Idle (walk 1.4, run 1.5)
- Add per-animation speed sliders (Range 0.1-3, default 1) to PlayerPose SO,
  applied per frame in PlayerPoseController for live tuning
- Reorganize pose assets: replace Pose_TPose with Pose_Hold, prune legacy
  Paintman-Run/-TPose .anim and paintman_UV.FBX
- Ignore UMotion plugin data/editor folders

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 17:04:21 +02:00
adminandClaude Opus 4.8 dcfd668422 Add concealment meter and skinned collider baker; reorganize assets
- ConcealmentMeter: standalone component measuring the percentage of the
  character volume embedded inside environment geometry (bake -> voxelize via
  column ray-stabbing parity -> classify interior voxels against box/sphere/
  capsule/convex colliders and terrain). Always-on, throttled, gizmo debug.
- SkinnedColliderBaker: sole per-frame collider bake owner for skinned rigs.
  MeshPainter now delegates baking and only borrows BakedMesh for the GPU
  raster and cache refresh, so the collider stays fresh outside paint mode.
- Move pose assets to Assets/Poses, retire unused Insect scripts to
  Assets/Unused, restore Paintman.controller; mode scripts and scene updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 12:37:02 +02:00
adminandClaude Opus 4.8 def10541ab Add crossfade pose transitions and eased ceiling Y-offset
Replace the hard pose snap with a 2-input AnimationMixerPlayable crossfade:
the running pose moves to input 0 (keeping its play time), the new pose to
input 1, weight ramps over poseBlendDuration (smoothstep). Per-frame rest
reset stays, so empty/partial clips still resolve to rest during and after
the blend. Ceiling Y-offset now eases via MoveTowards (ceilingOffsetSpeed)
on enter/exit/pose-change instead of snapping.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 08:47:37 +02:00
adminandClaude Opus 4.8 c41fb398e4 Add pose-switching system with continuous hold and sprint reset
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.

PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 08:21:28 +02:00
adminandClaude Opus 4.8 d867c617df Wall-climb mesh lean + separate climb/mantle/sprint speeds; reworked rig
PlayerCharacterController:
- Wall lean now moves only the visual model + its paint collider (auto-resolved
  mesh root parenting both renderer and bones), not the CharacterController
  capsule, so the mesh can sink into the wall (wallMaxInset) as well as lean out
  (wallMaxOffset); capsule stays flush.
- Lean eases back to the authored pose when leaving the wall instead of snapping.
- Sprint multiplier now also applies while wall/ceiling climbing.
- Separate wallMantleSpeedMultiplier for pulling up over the top edge,
  independent of the climb speed.

Assets:
- Re-exported paintman_UV.FBX and added Paintman.blend: rescaled armature to
  mesh, merged seam duplicate vertices, fresh automatic weights, inner-thigh
  weight fix (no webbing on leg spread).
- Updated anims, animator controller, font SDF and scene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:57:15 +02:00
adminandClaude Opus 4.8 cda1373979 Persist player and third-person camera state across sessions
Add player position/rotation/wall-climb persistence and camera
orbit (yaw/pitch/radius) persistence, auto-saved on quit/play-stop
and auto-loaded on start. Also includes the wall-climb fixes
(directional top-out, base detach on push-away).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 07:38:32 +02:00
adminandClaude Opus 4.8 fa7082817e Fix frozen rim pixels via GPU coverage stamp; add brush masks
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>
2026-06-25 07:11:27 +02:00
adminandClaude Opus 4.8 c14525a2c8 Add HUD brush mask selector and fix dilation seam artifacts
- 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>
2026-06-25 06:23:08 +02:00
admin d62eddc518 Update Demo Materials 2026-06-25 05:17:42 +02:00
adminandClaude Opus 4.8 6166c2f4ba Move InputSystem_Actions into Settings folder
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 05:14:55 +02:00
adminandClaude Opus 4.8 28761bd4f2 Organize assets into Fonts and Models folders
Move font (arialroundedmtprocyr_bold) into Assets/Fonts and the Paintman
model, animations, and animator controller into Assets/Models. Pure file
relocation; .meta files moved alongside their assets so GUIDs are preserved.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 05:13:37 +02:00
admin 95fa5cc22d Persist painted maps and HUD layout across sessions
Add MeshPainter.Persistence.cs: auto-save the three canonical paint maps
(albedo, MSO, emission) as PNGs under persistentDataPath on quit/play-stop
and auto-load them as the backend seed on start, so painting survives
sessions. Reuses the existing ReadCanonical/SetupBackend seed round-trip;
no new color-space code.

Add PaintHud.Persistence.cs: auto-save draggable panel positions and the
widget-bound painter values to a small JSON layout file, restored on start
via the painter -> SyncFromPainter -> widgets path. Complete SyncFromPainter
to also cover the spray sliders.
2026-06-25 05:11:36 +02:00
adminandClaude Opus 4.8 9dab4a742e Fix cylinder wall-climb strafe lock and add terrain pipette support
- PlayerCharacterController: latch the wall-strafe sign once at strafe
  start instead of re-deriving it from the camera every frame, which
  flipped at the 90-degree point while circling a cylinder and caused a
  back-and-forth lock. Flat walls stay bit-identical; reset on enter/exit.
- MeshPainter.Pick: dispatch terrain hits to a splat-layer blend (full
  PBR channels), terrain trees / grass / sky to rendered screen-color,
  keeping texel-accurate picks for the paint mesh and foreign materials.
- Includes Unity auto-reserialization of SampleScene and three Supercyan
  pack assets (URP material upgrades, skybox/lighting) from the import.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 22:33:29 +02:00
adminandClaude Opus 4.8 85bd7c7791 Import Supercyan Free Forest Sample asset pack
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 21:50:32 +02:00
adminandClaude Opus 4.8 69e793c910 Auto-deactivate pipette after pick and remap wall-climb rotation to RMB
Reset the pipette toggle after a successful pick so each pick is a
one-shot action (HUD toggle follows via the Picked sync). Split the
wall-climb pose drag so the lean-out offset stays on LMB while body
rotation moves to RMB, letting both be held independently. Also pulls in
the terrain physics module and the user's scene setup for the terrain
test area.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 21:50:26 +02:00
adminandClaude Opus 4.8 9df8c6076d Raycast any object for pipette and read foreign materials texel-accurately
The pipette now raycasts the nearest collider of any object, not just the
paint mesh. On a foreign hit it reads all channels texel-accurately from the
object's material maps (BaseMap/MetallicGloss/Occlusion/Emission) combined
with the material scalars per URP/Lit conventions, falling back to scalar
properties where a map is missing or the collider yields no UV. Includes
scene test props and materials for verifying foreign-object picking.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 21:05:35 +02:00
adminandClaude Opus 4.8 3df855597a Sync HUD and enable all paint channels on pipette pick
After a successful pipette pick the painter now enables all four paint
channels (albedo, metallic/smoothness, occlusion, emission) and raises a
Picked event. The HUD subscribes and re-syncs every widget (toggles,
sliders, both colour pickers) to the adopted brush values.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:38:11 +02:00
adminandClaude Opus 4.8 24a36c0e61 Add pipette (eyedropper) brush mode and wire it into the HUD
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>
2026-06-24 20:25:14 +02:00
admin cdeebf9243 Add Spray to ingame panel 2026-06-24 19:55:18 +02:00
adminandClaude Opus 4.8 b07d9a22d2 Add spray brush, paint interval, and per-channel paint opacity
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>
2026-06-24 19:07:28 +02:00
adminandClaude Opus 4.8 af3aa34d66 Dim toggle channel panels via CanvasGroup alpha
Each channel panel (Albedo, Metallic+Smoothness, Occlusion, Emission)
gets a CanvasGroup whose alpha follows its toggle: 1.0 when enabled,
0.5 when disabled. Ensured at runtime in WirePanel (no prefab re-bake),
so both the prefab and code-gen paths behave identically. Panel_BrushSize
has no toggle and is left untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 15:42:25 +02:00
adminandClaude Opus 4.8 8f45aa1537 Update HUD panel layout and reorder brush masks in scene
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 15:31:59 +02:00
adminandClaude Opus 4.8 244334fb44 Import TextMesh Pro essentials and rounded bold UI font
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 15:31:53 +02:00
adminandClaude Opus 4.8 9c16b9e155 Make HUD panels draggable from any non-interactive area
Drag a panel from anywhere on its surface (header, padding, labels,
background) instead of only the header. Dragging is cancelled when the
press starts on an interactable (Selectable toggle/slider or the color
picker's UiPointerSurface), so widgets stay fully operable. Clamping is
now anchor/pivot-agnostic, computed from the panel's real corners, so
panels anchored bottom-center stay reachable in every screen corner.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 15:31:48 +02:00
adminandClaude Opus 4.8 a49358e926 Wire HUD layout prefab into scene and tune brush defaults
Assign the baked PaintHudPanel prefab to the scene PaintHud, lower the
emission intensity and brush size defaults, and adjust camera and hand
rest positions.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 12:35:41 +02:00
adminandClaude Opus 4.8 ace1f949dc Bake paint HUD layout into a prefab with separate channel panels
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>
2026-06-24 12:35:36 +02:00
adminandClaude Opus 4.8 4340970691 Add PaintHUD object to the scene
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 08:27:00 +02:00
adminandClaude Opus 4.8 04c22f0ac1 Add in-game paint HUD bound to the mesh painter
Add a code-driven HUD that appears in paint mode and binds live to the
active MeshPainter: four channel toggles, HSV pickers for albedo and
emission, sliders for metallic/smoothness/occlusion, emission intensity
and brush size. The HUD self-assembles its own overlay canvas and event
system at runtime.

Add a ModeChanged event to GameModeManager so the HUD can follow the
active mode, and guard MeshPainter against painting through the UI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 08:26:56 +02:00
adminandClaude Opus 4.8 6555db1487 Wire insect controller into scene and update settings
Add the new Player (Variant 2, Hand) with HandIK and the InsectController,
boot directly into Insect mode, and apply Unity-managed serialization updates
to the physics, renderer, and post-process settings assets.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 07:27:23 +02:00
adminandClaude Opus 4.8 cd40f42386 Add insect surface-walker controller and mode
Add InsectController (transform-driven SphereCast surface following, no
CharacterController/Rigidbody, no gravity or slope limit) and InsectMode as a
third game mode. Wire it into GameModeManager with conditional registration so
PlayerControl and Insect modes only join the Tab cycle when their controller is
present. PaintMode/PlayerControlMode toggle the insect controller accordingly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 07:27:17 +02:00
adminandClaude Opus 4.8 dbf5104611 Assign HandIK to WhiteHand in scene
Adds the HandIK component to Player/WhiteHand with handRoot wired to the
Hand node so the finger IK system is active in the scene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 05:59:26 +02:00
adminandClaude Opus 4.8 7d787b768d Add finger IK system for the hand rig
FingerIK: per-finger hinge-constrained CCD solver over a local +Y bone
chain. Procedural curl seed (rest-relative) blended with optional IK
reach toward a target via ikWeight, plus a lateral DOF on the base joint
so targets can pull fingers slightly sideways and upward (back-of-hand).
Runs in edit mode via [ExecuteAlways] + an EditorApplication.update tick.

HandIK: auto-discovers the five fingers under the hand root, wires a
FingerIK per finger (thumb gets its own limits), exposes inspector target
slots, and drives all solves once per frame/tick. Pushes the rig curl
hinge axis (-X) and limits centrally so re-discovery corrects already
serialized components. Live ikWeight broadcast; non-destructive target
resolution (a FingerIK's own target survives an empty manager slot).
Input signature is additive so every finger refreshes live while dragging.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 05:59:22 +02:00
adminandClaude Opus 4.8 38330c4fcc Add SimpleHands asset with WhiteHand prefab
Imported third-party stylized hand asset; provides the WhiteHand rig
used by the finger IK system.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 05:59:13 +02:00
admin 11403afb84 Update Scene 2026-06-23 19:37:44 +02:00
adminandClaude Opus 4.8 c7ec12e6d9 Split mesh painter into partials and add occlusion via combined mask map
- 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>
2026-06-23 19:31:52 +02:00
admin 86c0a33687 Add metallic, smoothness, and emission painting to mesh painter
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
2026-06-23 16:08:32 +02:00
admin 261cd6795e Remove paintman_UV controller 2026-06-23 13:59:41 +02:00
admin 2784dced78 Update SampleScene 2026-06-23 13:58:46 +02:00
admin d5fc5ee804 Add brush preview and drive paint opacity from brush color alpha
- 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).
2026-06-23 13:58:39 +02:00
admin c67d519f68 Add square mask brush with opacity blending to mesh painter
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.
2026-06-23 11:28:19 +02:00
adminandClaude Opus 4.8 680d9eafea Commit SampleScene changes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 22:38:00 +02:00