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diff --git a/Assets/_Project/Scripts/Editor/EnemyRigTools.cs b/Assets/_Project/Scripts/Editor/EnemyRigTools.cs
index efac301ea..ac32cd18e 100644
--- a/Assets/_Project/Scripts/Editor/EnemyRigTools.cs
+++ b/Assets/_Project/Scripts/Editor/EnemyRigTools.cs
@@ -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";
+ /// 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).
+ 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
/// 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.
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
}
/// MC-1: build ONLY the Charger material + prefab (leaves the committed Werewolf/Kaiju outputs untouched).
- [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(v.Template) == null)
- { Debug.LogError($"[EnemyRigTools] Template missing: {v.Template}"); return; }
+ // 2026-08-06 audit (finding M7): this check used to be unconditional, so once DR-051 deleted
+ // Assets/_Project/Prefabs/Enemy.prefab the tool died at EVERY entry point — including the idempotent
+ // re-run path below, which needs no template at all. The three shipped skinned prefabs were therefore
+ // unreproducible. A missing template only matters when there is no output to edit in place.
+ if (AssetDatabase.LoadAssetAtPath(v.Output) == null
+ && AssetDatabase.LoadAssetAtPath(v.Template) == null)
+ { Debug.LogError($"[EnemyRigTools] No output at {v.Output} and template missing: {v.Template}"); return; }
if (AssetDatabase.LoadAssetAtPath(v.Synty) == null)
{ Debug.LogError($"[EnemyRigTools] Synty char prefab missing: {v.Synty}"); return; }
diff --git a/Assets/_Project/Shaders/EmissiveGloam.shader b/Assets/_Project/Shaders/EmissiveGloam.shader
index 8cf41d9eb..28d23cf41 100644
--- a/Assets/_Project/Shaders/EmissiveGloam.shader
+++ b/Assets/_Project/Shaders/EmissiveGloam.shader
@@ -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
}