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>
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>