SL-1/SL-4: dark-frontier visual cohesion pass (camera, grade, bullseye)
Research-grounded transform of the base arena from a bright meadow into a dark 'Aether Siege Outpost' reading as a concentric bullseye (Core -> Ore ring -> dark perimeter). Camera (Game.unity): pitch 45->58, FOV 55->44, dist 13->17, lead 1->0.5, follow 8->6, targetH 1.3 (telephoto so Core + arena read together, near-iso enemy spacing). Lighting: sun dimmed+cooled 1.6->0.9, ambient 1.0->0.62 dark-cool, fog Linear 18->42 dark; WorldAtmosphere base darkened. Post-FX (PostFX_Daylight): ACES kept, bloom gated (thr 1.0->1.2 + clamp 10), exposure/contrast up, saturation +6->0, added ShadowsMidtonesHighlights cool-shadow/warm-highlight split, vignette 0.15->0.32. Ground re-tinted dark teal-grey; ~390 meadow-cheer objects cut. Core staged as hero (crystal 14m->4.6m cyan glow + cyan beacon light). Ore ring pulled into the arena (23.5-27m -> 6-11.5m, count 10->12) and recoloured AMBER (new Mat_OreNode_Amber, emissive, no atlas bleed). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -113,7 +113,7 @@ Material:
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- _DstBlendAlpha: 0
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- _EnvironmentReflections: 1
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- _GlossMapScale: 1
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- _Glossiness: 0.1
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- _Glossiness: 0.08
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- _GlossyReflections: 1
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- _Metallic: 0
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- _Mode: 0
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@@ -121,7 +121,7 @@ Material:
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- _Parallax: 0.02
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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- _Smoothness: 0.1
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- _Smoothness: 0.08
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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@@ -132,8 +132,8 @@ Material:
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- _XRMotionVectorsPass: 1
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- _ZWrite: 1
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _BaseColor: {r: 0.165, g: 0.205, b: 0.185, a: 1}
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- _Color: {r: 0.16499996, g: 0.20499995, b: 0.18499997, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_BuildTextureStacks: []
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