diff --git a/Docs/Vault/07_Sessions/2026/2026-06-13_SL1_SL4_Visual_Cohesion_Dark_Frontier.md b/Docs/Vault/07_Sessions/2026/2026-06-13_SL1_SL4_Visual_Cohesion_Dark_Frontier.md index 45e0868fa..619489b63 100644 --- a/Docs/Vault/07_Sessions/2026/2026-06-13_SL1_SL4_Visual_Cohesion_Dark_Frontier.md +++ b/Docs/Vault/07_Sessions/2026/2026-06-13_SL1_SL4_Visual_Cohesion_Dark_Frontier.md @@ -30,7 +30,8 @@ Ran a 4-lens visual-direction research workflow (scene composition · camera · - **Ore ring** (`BaseFieldSpawnerAuthoring` in the Gameplay subscene): **23.5–27m → 6–11.5m, count 10→12** — pulled the resource ring from *outside* the arena (24m, off-frame) into the compact bullseye. Re-coloured **AMBER**: new `Mat_OreNode_Amber` (emissive amber) on `ResourceNode.prefab` — a dedicated material to avoid `PolygonFantasyKingdom_Mat_01_A` shared-atlas bleed (CLAUDE.md gotcha). Resource now reads distinct from owned-cyan. ## Validation -- **Screenshot-verified in Play** (RenderTexture capture via `execute_code` on the unfocused editor, `runInBackground`): the arena reads as a clean dark bullseye — dark teal ground recedes, cyan Core is the luminance peak, the 12 amber Ore nodes ring it at 6.3–10.1m, dark perimeter frames. avgLum dropped from a bright-meadow ~26 to a dark ~7 (follow-cam) with a bright cyan peak; ground hue moved green→dark-teal. +- **Screenshot-verified in Play** (RenderTexture capture via `execute_code` on the unfocused editor, `runInBackground`): the arena reads as a clean dark bullseye — dark teal ground, cyan Core the luminance peak, the 12 amber Ore nodes ring it at 6.3–10.1m, dark perimeter frames; ground hue moved green→dark-teal. +- **Clarity rebalance (`b10605a8c`):** the first dark pass over-shot ("can't see anything") — dark ground × low ambient × dim sun × **+12 ColorAdjustments contrast** (clipped everything below midtone to black) × vignette × dark fog stacked to near-black off the Core beacon. Rebalanced for legibility while keeping the dark mood: **contrast 12→4** (the main fix), exposure 0.55→0.85, saturation 0→4; sun 0.9→1.5; ambient 0.62→1.0 (lifted colours); vignette 0.32→0.20; ground ~18%→~28% value; fog pushed out (26→60); beacon range 9→13. Follow-cam avgLum ~7→~27 — ground, player silhouette, Ore and shadows now all read. - 342/342 EditMode still green (no code touched). Ore-ring subscene re-bake verified (12 nodes at the new radii). ## Deferred / operator follow-ups