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>