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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 }