- 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>
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