Commit Graph

4 Commits

Author SHA1 Message Date
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