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>
The painter clones Player.mat (Custom/PlayerCamoLit) at runtime and enables
_METALLICSPECGLOSSMAP, _EMISSION and _OCCLUSIONMAP, all shader_feature_local.
That keyword combination existed on no PlayerCamoLit material at build time,
so Unity stripped the variant and the build fell back to the base variant -
metallic/smoothness/emission/occlusion ignored, giving the flat look. The
keep-alive material that should pin this variant pointed at URP/Lit instead
of PlayerCamoLit, so it kept the wrong shader alive. Swap its shader GUID to
PlayerCamoLit; the three keep-alive keywords already match what the painter
sets, so the needed variant is now pinned into every build.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add a Resources material that sets all three PBR shader_feature keywords so
core build stripping retains the URP/Lit variants the runtime mesh painter
enables on the fly. Fixes metallic/smoothness/occlusion rendering as constant
in player builds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Players can now host and join over the internet without port-forwarding
via Unity Gaming Services Relay + Lobby, exposed through the unified
Multiplayer Services SDK (Sessions API).
- OnlineSessionManager: anonymous auth, CreateSessionAsync (public,
relay-backed), QuerySessionsAsync server browser, JoinSessionByIdAsync,
and session leave wired into the existing net-stop teardown.
- Per-install auth profile derived from the project path
(mirror_<sha1(dataPath)>) so junction-mirror clones get distinct UGS
player ids, avoiding the same-machine 409 LobbyConflict on join.
- Install com.unity.services.multiplayer 2.2.4 (pulls Relay/Lobby/
Authentication/Core) and attach OnlineSessionManager to the
NetworkManager in Main.
Loopback dev flow (NetworkBootstrap H/C/J/K) is left untouched; the
online path is additive. MatchManager and gameplay are unchanged since
Sessions starts the host/client through NGO as before.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>