Move brightness out of the half-lambert diffuse term to a final exposure
multiply on the whole shaded body color (diffuse + GI + specular), and add
a saturation grade (0 = neutral, -1 = grayscale, >0 = boosted) on the same
final stage. Saturation rides as a 4th component on CamoKnobs (Vector3 ->
Vector4) so it inherits all three persistence paths: HUD JSON, network
replication (_camo NetworkVariable), and painting-slot metadata. Wires the
renamed Slider_Brightness and new Slider_Saturation. Bumps HudFileVersion
and PaintMetaVersion with load-time remaps so existing paintings keep their
look (old 1=neutral saturation remaps to 0=neutral).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
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>
Drop the scene-derived hudSaveId/key mechanism and save the HUD layout to a
single PaintHud.json under persistentDataPath.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drop the code-gen canvas/EventSystem bootstrap and the layoutPrefab
instantiation; the canvas and its panel now live in the scene, so PaintHud
binds to its first child at startup instead of building the UI at runtime.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>