WeaponGripAnchor under Hand_R in Player.prefab carries the actual axe
mesh as an EditorOnly preview (baker skips it; play-verified single axe)
so grip manipulation is the real model live in the prefab stage;
AttachMeleeWeapon reads the anchor (consts = seed/fallback). Includes
the operator's first gizmo-tuned grip (rebaked mesh matches expected
radius exactly). PlayerRigTools also carries the heavy-lock clip
re-speeds (1.0/0.85/0.88) consumed by the next commit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
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>
The material-decision keystone (Art_Direction_Lantern / Lantern_Art_Pipeline_Recipes):
one shared palette atlas + ~3 materials, zero per-asset texturing.
- PaletteAtlas.png: 8x8 swatch grid encoding the ontology (warm-gold light / corpse-green
+ cold-blue gloam / lure-red bait / white-hot conversion / neutral / steel); sRGB, point,
no-mip, clamp, uncompressed.
- M_Lit_Palette (statics, Lit URP graph), M_Skinned_Palette (creatures/suits, the
deformation-aware AnimatedLitShader with per-instance tint + vertex-colour), M_Emissive_Gloam
(URP/Lit + HDR emission; hue/intensity = the gloam param axis). All wired to the atlas.
Dedicated master-shader graphs (flicker param, Hybrid-Per-Instance on statics) + the
style-proof scene are the next A0 steps. Verified by material values, not just a render.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>