Dark-ambient, dynamic-light-first look (RoR2/Death Scourges reference),
built filter-agnostic so the pixel style composes on top:
- New DynamicLightSystem (client-only, PresentationSystemGroup): pooled
point lights follow projectile ghosts; pulsing portal light during
RoomExplore (same ExpeditionPortalPos authority as the beacon); soft
resource-node glow that fades with harvest-shrink; short impact
FLASHES fed by CombatFeedbackSystem's burst funnel (EmitColored +
SpawnVfx -> RequestFlash). Knobs in DynamicLightConfig (scene object,
code defaults when absent).
- Atmosphere darkened: WorldAtmosphereConfig/System palettes moved to
the dark set (base cool dusk, arid burnt dusk, per-room biome consts
darkened); scene fog switched Linear -> ExponentialSquared (the
system's per-region DENSITY writes were dead in Linear mode);
trilight ambient lowered; directional 1.9 -> 1.05 slightly warm.
- 6 landmark mood lights (warpgate cyan, artefact violet x2, survey
camp warm x2, cabin warm); URP additional-lights-per-object 4 -> 8
(was starving the existing Aether lights).
- Art-look gate material: Assets/Screenshots/artlook_{base,room}_
pixel{ON,OFF}.png over the lit scene.
Verified: lights live in Play (20 static at base incl. new landmarks;
pooled dynamics active in-room: node glows + impact flashes), fog/
ambient values confirmed live, 466/466 EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace the sci-fi-colony dressing with two cosmetic classic-URP biomes in Game.unity: a lush Meadow_Forest base sanctuary (origin) and a hostile Arid_Desert survey expedition (+1000) - ~380 collider-stripped instances, warpgate/outpost landmarks, cyan/orange Aether accent lights. Warm daylight sun + Trilight ambient + a procedural daytime skybox + a cloned daylight post-FX grade (ACES kept). New client-only WorldAtmosphereSystem(+Config) cross-fades per-region fog/ambient by camera X>500 (mirrors HudSystem). Cosmetic-only - colliders stripped, never the subscene - so zero sim/netcode/PhysicsWorld impact (adversarially verified). Shadow-casting disabled on small foliage. EditMode 214/214. See DR-025.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>