HTrace WSGI composites indirect lighting after post-processing using the GBuffer albedo/occlusion of the player's stock URP GBuffer pass. That pass knew neither the painted-height AO semantics nor the brightness/saturation grade, so desaturated paint reappeared fully saturated in shadow/indirect light and painted height modulated GI with the raw 0.5-centered value. - PlayerCamoShared.hlsl (new): single source for camo knobs, ApplyPaintedHeightSurface and ApplyCamoBodyGrade shared by both passes - PlayerCamoGBuffer.hlsl (new): CamoGBufferFragment = URP 17.3 Lit GBuffer fragment + height-AO remap on occlusion + grade applied to albedo - PlayerCamoLit.shader: GBuffer pass now uses CamoGBufferFragment - PlayerCamo.hlsl: consumes the shared helpers (forward path unchanged) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 lines
161 B
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