Commit Graph

6 Commits

Author SHA1 Message Date
kronic 1015f5d3fa Art: ArtStaging A0 value/composition rework (light-is-territory)
Global fill cut (KeyWarm 1.25->0.15, CausticsSpot 32->9, GloamFill 0.5->0.22) so the scene
goes dark-except-where-ours-reaches; WarmPool point light -> downward warm SPOT = a defined
ground-territory disc that lights the suit top-down (a low point light was blasting the chest
into a blown bloom streak). Suit lamp + Drowner gloam emissives extracted from .glb sub-assets
to durable .mat assets (M_Suit_LampWarm_Staging, M_Drowner_GloamAccent_Staging). Recomposed the
triad (crate in-pool / Drowner faced-to-camera at the lit edge / suit center). Grayscale-verified:
the beacon dome is the value winner + the warm disc reads as territory. Suit pose still T-pose
(a Blender rig sitting; A3-adjacent).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 18:26:24 -07:00
kronic c58439d33a LANTERN realignment P3: one look everywhere + scene surgery
- PostFX_Lantern.asset: the ONE shared grade (ACES, bloom 0.6 cool-tinted for the
  HDR gloam, vignette 0.28, faint teal filter) applied to Game, DevSandbox, and
  ArtStaging; PostFX_DarkSciFi / PostFX_Daylight / Sky_DaytimeProcedural deleted.
- Env_SeabedKit.prefab: ArtStaging's environment (seabed, flora, rocks, marine
  snow, caustics, warm pool, gloam fill, key light, StagingAmbiance animator)
  prefab-ized and placed in Game + DevSandbox; ArtStaging connected to it.
- Scene surgery: old DevSandbox.unity deleted; Gym.unity RENAMED DevSandbox.unity
  (GUID preserved -> GymSub wiring + the F1/F2 dev scripts that gate on the
  'DevSandbox' name come back to life). SyntyWorld root deleted from DevSandbox;
  BaseBiome/ExpeditionBiome/Slot1 deleted from Game.
- RenderSettings unified: no skybox, Exp2 teal fog {0.02,0.10,0.12} @ 0.035, flat
  near-black ambient {0.03,0.055,0.08}; camera clearFlags -> solid deep-water.
- ScenePolicy.IsGameplayScene() replaces the six scene.name=="Game" string gates
  (Game + DevSandbox share the dynamic look; menu/ArtStaging untouched).
- WorldAtmosphereSystem rewritten as water-column murk (LANTERN defaults; biome
  variants re-meant to kelp/trench/gloam-bloom; Ground_Arid tint block deleted).

390 green; Play-verified in Game: murk values live, warm-vs-cold reads, no errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:12:00 -07:00
kronic 593897d978 Art(shader): Emissive-Gloam master shader (in-shader flicker cadence)
ProjectM/EmissiveGloam — URP HLSL, HDR emission (Bloom-catching), with the
readability 'steady=true / flicker=false' channel as a material param
(_FlickerAmount), no script. Applied to the staging flora bulbs (cold, flicker).
The other two master shaders already exist (Lit URP graph, AnimatedLitShader).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:49:05 -07:00
kronic 27b41a37a4 Art(engine): ArtStaging lighting — value separation (grayscale-safe)
Warm beacon brightest/tightest (true light strong), gloam flora dimmer/softer +
emissive dialed down, so warm-vs-cold reads by value, not hue alone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:42:33 -07:00
kronic 52f0b87148 Art(engine): ArtStaging underwater ambiance + hero triad baked in
Underwater staging: undulating seabed mesh (no platform edge), caustics
cookie spot, marine-snow particles, teal depth fog, and 'light is territory'
pool lighting (warm beacon + cold bioluminescent pools, deep dark between).
Baked posed statics into the slots: SM_Suit_Bathynaut + SM_Creature_Drowner
(glTFast) alongside the crate + flora clutter + rocks. Completes the A0
style-proof triad (prop+creature+suit) in-engine under gameplay conditions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:32:14 -07:00
kronic 481cc54a28 Art(engine): ArtStaging style-proof scene + first baked statics
Assets/Scenes/ArtStaging.unity — murk env + warm-key/cold-gloam lights +
game-angle camera + bloom/ACES post volume + pedestal + SLOT markers.
Baked statics (glTFast): SM_Prop_CargoCrate (shared M_Lit_Palette) +
SM_Prop_GlowFlora (palette stalks + HDR-teal emissive bulbs -> blooms).
Validates the palette pipeline + Emissive-Gloam bloom in URP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 14:56:52 -07:00