World: flora feel fix — kill double-animation (root sway off, shader wind is the idle motion) + thin flowers

Operator: base flora too dense + "the waving/shader doesn't look great".
Diagnosis: EVERY Synty flora prop (both biomes) uses the Synty/Foliage
VERTEX-wind shader — the transform root-tilt sway has been double-animating
all flora since 1.5, and ground-flush carpet props (Flowers_Flat,
Grass_*_Plane) visibly lift their edges when tilted.

- AmbientMotionConfig.SwayEnabled -> false (code default + the serialized
  scene value): idle motion = the authored per-vertex shader wind (tips bend,
  bases planted). Knob kept for A/B; walk-through RUSTLE stays as the
  reactive layer the shader can't provide.
- AmbientMotionSystem: flat carpet props excluded from the flora cache
  entirely — no tilt even from rustle.
- Flower density thinned deterministically: Flowers_Flat keep 40%,
  Wildflowers/Sunflowers keep 50%, center (r<13) thinned harder (x0.6) —
  17/38 drifts off; play/build area reads clear, flowers become ring accents.

Console clean; sway/rustle knobs remain live-tunable in the scene.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-11 23:12:34 -07:00
parent 741828e09d
commit 9670465e25
3 changed files with 25 additions and 20 deletions
+18 -18
View File
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BlightSporeColor: {r: 0.72, g: 0.5, b: 0.85, a: 0.33} BlightSporeColor: {r: 0.72, g: 0.5, b: 0.85, a: 0.33}
AridWind: {x: 2.2, y: -0.15, z: 0.5} AridWind: {x: 2.2, y: -0.15, z: 0.5}
SwayEnabled: 1 SwayEnabled: 0
SwayRadius: 30 SwayRadius: 30
SwayAmpDeg: 1.4 SwayAmpDeg: 1.4
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@@ -26,8 +26,9 @@ namespace ProjectM.Client
public Color BlightSporeColor = new Color(0.72f, 0.50f, 0.85f, 0.33f); public Color BlightSporeColor = new Color(0.72f, 0.50f, 0.85f, 0.33f);
public Vector3 AridWind = new Vector3(2.2f, -0.15f, 0.5f); public Vector3 AridWind = new Vector3(2.2f, -0.15f, 0.5f);
[Header("Idle foliage sway (flora prop roots within view of the camera)")] [Header("Idle foliage sway (root tilt) — OFF by default since 1.5b: ALL Synty flora uses the Synty/Foliage")]
public bool SwayEnabled = true; [Header("VERTEX-wind shader, so root tilt double-animates. Keep for A/B; rustle below stays the reactive layer.")]
public bool SwayEnabled = false;
[Min(1f)] public float SwayRadius = 30f; [Min(1f)] public float SwayRadius = 30f;
[Min(0f)] public float SwayAmpDeg = 1.4f; [Min(0f)] public float SwayAmpDeg = 1.4f;
[Min(0.05f)] public float SwayHz = 0.8f; [Min(0.05f)] public float SwayHz = 0.8f;
@@ -87,6 +87,10 @@ namespace ProjectM.Client
if (!FloraName.IsMatch(t.gameObject.name)) continue; if (!FloraName.IsMatch(t.gameObject.name)) continue;
if (t.gameObject.name.Contains("LOD")) continue; // prop roots only; LOD children follow if (t.gameObject.name.Contains("LOD")) continue; // prop roots only; LOD children follow
if (t.GetComponent<LODGroup>() == null && t.GetComponent<MeshRenderer>() == null) continue; if (t.GetComponent<LODGroup>() == null && t.GetComponent<MeshRenderer>() == null) continue;
// 1.5b: ground-flush carpet props (Flowers_Flat, Grass_*_Plane) must NEVER root-tilt —
// any rotation lifts their edges off the ground; they stay fully static (shader wind only).
if (t.gameObject.name.IndexOf("Flat", System.StringComparison.OrdinalIgnoreCase) >= 0
|| t.gameObject.name.IndexOf("Plane", System.StringComparison.OrdinalIgnoreCase) >= 0) continue;
var p = t.position; var p = t.position;
_flora.Add(new Flora _flora.Add(new Flora
{ {