Art: EmissiveGloam DOTS instancing + revive EnemyRigTools + drop dead materials (audit M7/M8)

M8 — ProjectM/EmissiveGloam had no DOTS instancing but is bound to
M_Drowner_EyeGlow on EnemyDrowner.prefab, a baked GHOST prefab that
Entities Graphics renders through BatchRendererGroup. Its skinned sibling
has carried the pragmas since 07-16; this one was simply missed, and murk
hides the symptom (CLAUDE.md: "a dark-lit screenshot MASKS material
bugs"). Added #pragma target 4.5 + multi_compile DOTS_INSTANCING_ON +
UNITY_SETUP_INSTANCE_ID, and a DepthOnly pass so the glows stop being
absent from the URP depth texture (soft particles / SSAO / DoF punch
straight through them otherwise). Verified: shader compiles, isSupported,
2 passes, 0 messages.

M7 — EnemyRigTools was dead at EVERY entry point. All eight hard-coded
prefab paths were deleted by DR-051, and the template check ran BEFORE
the idempotent in-place branch, so even re-running a builder on an
existing prefab failed. The three shipping skinned creatures were
unreproducible. Now the template only matters when there is no output to
edit in place, and a new creature templates off the shipping EnemyDrowner
ghost (GhostTemplate) instead of the deleted Enemy.prefab. Retired the
four menu items that drove the deleted Werewolf/Kaiju/Charger bestiary
rather than leave them advertising entry points that cannot work.

Deleted 19 materials with zero references from any scene, prefab,
ScriptableObject, script or settings asset — verified three ways, not
from the audit's list. Kept everything with a live reference, including
several the audit's asset-only scan called dead but which code loads by
path (M_Skinned_Palette, PixelOutline, M_Env_Fallback).

NOT fixed here, deliberately: MakeMat still points each creature at a
per-PACK Synty atlas rather than the shared palette. That is a visual
decision about the shipping Drowner/Grindylow, not a mechanical fix — the
doc-vs-reality gap gets reconciled in Art_Direction_Lantern instead.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-07 13:30:43 -07:00
parent b80aa1b24b
commit 0744cdf4f3
40 changed files with 76 additions and 2792 deletions
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+26 -10
View File
@@ -44,6 +44,12 @@ namespace ProjectM.EditorTools
const string MatCharger = "Assets/_Project/Materials/M_Enemy_Charger_Animated.mat";
const string SyntyMuscle = "Assets/Synty/PolygonSciFiCity/Prefabs/Characters/SM_Chr_Muscle_Male_01.prefab";
/// <summary>Canonical ghost base a NEW creature is copied from: a shipping, correctly-authored
/// ownerless-interpolated enemy ghost. Re-running a builder whose output already exists never touches
/// this — BuildOne edits in place so the output's GUID (and the subscene roster refs) stay stable.
/// Replaces the DR-051-deleted Enemy.prefab (2026-08-06 audit, finding M7).</summary>
const string GhostTemplate = "Assets/_Project/Prefabs/EnemyDrowner.prefab";
struct Variant
{
public string Name, Template, Synty, Output, Material;
@@ -53,7 +59,7 @@ namespace ProjectM.EditorTools
static Variant[] Variants() => new[]
{
new Variant { Name = "Grunt (Werewolf)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = SyntyWerewolf, Output = "Assets/_Project/Prefabs/EnemyWerewolf.prefab", Material = MatWerewolf, RootY = -1.25f, Scale = 0f },
new Variant { Name = "Grunt (Werewolf)", Template = GhostTemplate, Synty = SyntyWerewolf, Output = "Assets/_Project/Prefabs/EnemyWerewolf.prefab", Material = MatWerewolf, RootY = -1.25f, Scale = 0f },
new Variant { Name = "Swarmer (Werewolf Undead)", Template = "Assets/_Project/Prefabs/EnemySwarmer.prefab", Synty = SyntyWerewolf, Output = "Assets/_Project/Prefabs/EnemyWerewolfUndead.prefab", Material = MatWerewolfUndead, RootY = -1.67f, Scale = 0f },
new Variant { Name = "Brute (Kaiju)", Template = "Assets/_Project/Prefabs/EnemyBrute.prefab", Synty = SyntyKaiju, Output = "Assets/_Project/Prefabs/EnemyKaiju.prefab", Material = MatKaiju, RootY = -0.52f, Scale = 0f },
ChargerVariant(),
@@ -62,7 +68,8 @@ namespace ProjectM.EditorTools
/// <summary>MC-1 Charger: SciFi-City Muscle silhouette via the standard DR-023 pipeline (the inventory's prescribed next-faction path). Template scale 1.0 -> RootY -1.0 (humanoid -1/scale rule); fine-tune feet in Play.</summary>
static Variant ChargerVariant() => new Variant { Name = "Charger (SciFi Muscle)", Template = "Assets/_Project/Prefabs/EnemyCharger.prefab", Synty = SyntyMuscle, Output = "Assets/_Project/Prefabs/EnemyChargerMuscle.prefab", Material = MatCharger, RootY = -1.00f, Scale = 0f };
[MenuItem("ProjectM/Animation/Enemy Rigs - Build All")]
// [MenuItem] retired 2026-08-06: BuildAll drove the deleted Werewolf/Kaiju/Charger table.
// [MenuItem("ProjectM/Animation/Enemy Rigs - Build All")]
public static void BuildAll()
{
BuildMaterials();
@@ -72,7 +79,8 @@ namespace ProjectM.EditorTools
}
/// <summary>MC-1: build ONLY the Charger material + prefab (leaves the committed Werewolf/Kaiju outputs untouched).</summary>
[MenuItem("ProjectM/Animation/Enemy Rigs - Build Charger (MC-1)")]
// [MenuItem] retired 2026-08-06: the Charger prefab and its authoring were deleted by the audit purge.
// [MenuItem("ProjectM/Animation/Enemy Rigs - Build Charger (MC-1)")]
public static void BuildCharger()
{
MakeMat(MatCharger, ChargerAtlas, new Color(1f, 0.42f, 0.36f, 1f)); // red-shifted SciFi atlas = danger read
@@ -94,7 +102,7 @@ namespace ProjectM.EditorTools
const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_Crew_Male_01.prefab";
MakeMat(mat, atlas, new Color(0.42f, 0.68f, 0.6f, 1f)); // drowned gloam pallor (cold sickly teal-green)
AssetDatabase.SaveAssets();
BuildOne(new Variant { Name = "Drowner (SciFiSpace Crew)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/EnemyDrowner.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
BuildOne(new Variant { Name = "Drowner (SciFiSpace Crew)", Template = GhostTemplate, Synty = synty, Output = "Assets/_Project/Prefabs/EnemyDrowner.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[EnemyRigTools] Drowner built -> EnemyDrowner.prefab; add to WaveDirector.EnemyPrefabs[] to spawn it.");
@@ -109,7 +117,7 @@ namespace ProjectM.EditorTools
const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_Alien_01.prefab";
MakeMat(mat, atlas, new Color(0.30f, 0.62f, 0.72f, 1f)); // cold gloam-blue deep-thing
AssetDatabase.SaveAssets();
BuildOne(new Variant { Name = "Grindylow (SciFiSpace Alien)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/EnemyGrindylow.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
BuildOne(new Variant { Name = "Grindylow (SciFiSpace Alien)", Template = GhostTemplate, Synty = synty, Output = "Assets/_Project/Prefabs/EnemyGrindylow.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
AssetDatabase.SaveAssets(); AssetDatabase.Refresh();
Debug.Log("[EnemyRigTools] Grindylow built -> EnemyGrindylow.prefab.");
}
@@ -125,7 +133,7 @@ namespace ProjectM.EditorTools
const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_SpaceSoldier_HelmetArmor_Male_01.prefab";
MakeMat(mat, atlas, new Color(0.95f, 0.90f, 0.82f, 1f)); // warm-neutral: our light, not gloam-tinted
AssetDatabase.SaveAssets();
BuildOne(new Variant { Name = "Bathynaut Suit-Frame", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/SuitFrame_Bathynaut.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
BuildOne(new Variant { Name = "Bathynaut Suit-Frame", Template = GhostTemplate, Synty = synty, Output = "Assets/_Project/Prefabs/SuitFrame_Bathynaut.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
AssetDatabase.SaveAssets(); AssetDatabase.Refresh();
Debug.Log("[EnemyRigTools] Bathynaut suit-frame preview built -> SuitFrame_Bathynaut.prefab (not wired to the player).");
}
@@ -134,7 +142,8 @@ namespace ProjectM.EditorTools
// ---- 1. Materials ------------------------------------------------------------------------------------
[MenuItem("ProjectM/Animation/Enemy Rigs - 1 Build Materials")]
// [MenuItem] retired 2026-08-06: built Werewolf/Kaiju materials for the deleted bestiary.
// [MenuItem("ProjectM/Animation/Enemy Rigs - 1 Build Materials")]
public static void BuildMaterials()
{
MakeMat(MatWerewolf, WerewolfAtlas, null);
@@ -229,7 +238,9 @@ namespace ProjectM.EditorTools
// ---- 3. Prefabs --------------------------------------------------------------------------------------
[MenuItem("ProjectM/Animation/Enemy Rigs - 3 Build Prefabs")]
// [MenuItem] retired 2026-08-06: iterated the deleted Variants() table. Use the per-creature
// LANTERN builders above.
// [MenuItem("ProjectM/Animation/Enemy Rigs - 3 Build Prefabs")]
public static void BuildPrefabs()
{
foreach (var v in Variants()) BuildOne(v);
@@ -240,8 +251,13 @@ namespace ProjectM.EditorTools
static void BuildOne(Variant v)
{
if (AssetDatabase.LoadAssetAtPath<GameObject>(v.Template) == null)
{ Debug.LogError($"[EnemyRigTools] Template missing: {v.Template}"); return; }
// 2026-08-06 audit (finding M7): this check used to be unconditional, so once DR-051 deleted
// Assets/_Project/Prefabs/Enemy.prefab the tool died at EVERY entry point — including the idempotent
// re-run path below, which needs no template at all. The three shipped skinned prefabs were therefore
// unreproducible. A missing template only matters when there is no output to edit in place.
if (AssetDatabase.LoadAssetAtPath<GameObject>(v.Output) == null
&& AssetDatabase.LoadAssetAtPath<GameObject>(v.Template) == null)
{ Debug.LogError($"[EnemyRigTools] No output at {v.Output} and template missing: {v.Template}"); return; }
if (AssetDatabase.LoadAssetAtPath<GameObject>(v.Synty) == null)
{ Debug.LogError($"[EnemyRigTools] Synty char prefab missing: {v.Synty}"); return; }
+50 -1
View File
@@ -20,11 +20,23 @@ Shader "ProjectM/EmissiveGloam"
Name "EmissiveGloamUnlit"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
// DOTS instancing (2026-08-06 audit, finding M8): this shader is bound to M_Drowner_EyeGlow on
// EnemyDrowner.prefab — a baked GHOST prefab, so Entities Graphics renders it through
// BatchRendererGroup, which feeds per-instance transforms via DOTS instancing. Without these three
// lines the eyes do not get correct instance data. Its skinned sibling
// (EmissiveGloamSkinned.shader) has carried them since 07-16; this one was simply missed, and a murk
// scene hides the symptom (CLAUDE.md: "a dark-lit screenshot MASKS material bugs").
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes { float4 positionOS : POSITION; };
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings { float4 positionHCS : SV_POSITION; };
CBUFFER_START(UnityPerMaterial)
@@ -36,6 +48,7 @@ Shader "ProjectM/EmissiveGloam"
Varyings vert (Attributes IN)
{
UNITY_SETUP_INSTANCE_ID(IN);
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
return OUT;
@@ -52,6 +65,42 @@ Shader "ProjectM/EmissiveGloam"
}
ENDHLSL
}
// DepthOnly (2026-08-06 audit, finding L-shader): without it these glows are absent from URP's depth
// texture, so soft particles (marine snow), SSAO and depth-of-field punch straight through them. Costs
// nothing today with two materials; would be a visible bug the moment Emissive-Gloam becomes "every glow
// in the game", which is the A2 variant plan.
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask R
HLSLPROGRAM
#pragma target 4.5
#pragma vertex depthVert
#pragma fragment depthFrag
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct DepthAttributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct DepthVaryings { float4 positionHCS : SV_POSITION; };
DepthVaryings depthVert (DepthAttributes IN)
{
UNITY_SETUP_INSTANCE_ID(IN);
DepthVaryings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
return OUT;
}
half depthFrag (DepthVaryings IN) : SV_Target { return 0; }
ENDHLSL
}
}
Fallback Off
}