7571091394
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept. - Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28 (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt + cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom. - Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase, RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS (warm steady spot on body yaw). - Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base; banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar). - New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool; four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX. - Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile, bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
86 lines
3.8 KiB
Plaintext
86 lines
3.8 KiB
Plaintext
// Emissive-Gloam SKINNED — the deformation-aware variant of ProjectM/EmissiveGloam for
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// glow pieces that live on a Rukhanka-animated SkinnedMeshRenderer (suit porthole glass,
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// shoulder-lamp lens). Same ontology contract as the master: hue = warm(ours)/cold(gloam),
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// _FlickerAmount 0 = STEADY (true light). Vertexes are deformed through Rukhanka's
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// ComputeDeformedVertex include (the same entry the AnimatedLitShader subgraph uses), so the
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// glow rides the rig under Entities Graphics. Requires DOTS instancing (BRG-only, like all
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// EG-skinned materials: renders in the baked ECS world, not in a plain classic scene).
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// GOTCHAS (learned 07-16): (1) the UNITY_DOTS_INSTANCING_START block MUST precede the
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// ComputeDeformedVertex include — its UNITY_ACCESS_DOTS_INSTANCED_PROP expands at include time;
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// (2) _DeformedMeshIndex must ALSO exist in the Properties block — Rukhanka's SkinnedMeshBaker
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// validates material.HasProperty("_DeformedMeshIndex") and logs "does not support skinning" otherwise.
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Shader "ProjectM/EmissiveGloamSkinned"
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{
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Properties
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{
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[HDR] _EmissionColor ("Emission (HDR)", Color) = (2.0, 1.4, 0.55, 1)
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_FlickerAmount ("Flicker Amount (0=steady/true, 1=false)", Range(0,1)) = 0.0
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_FlickerSpeed ("Flicker Speed", Float) = 6.0
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_Seed ("Per-material phase seed", Float) = 0.0
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[HideInInspector] _DeformedMeshIndex ("Deformed Mesh Index", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" }
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Pass
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{
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Name "EmissiveGloamSkinnedUnlit"
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Tags { "LightMode"="UniversalForward" }
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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half4 _EmissionColor;
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half _FlickerAmount;
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half _FlickerSpeed;
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half _Seed;
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CBUFFER_END
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// MUST precede the Rukhanka include: its UNITY_ACCESS_DOTS_INSTANCED_PROP(_DeformedMeshIndex)
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// expands where the include is parsed.
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#ifdef UNITY_DOTS_INSTANCING_ENABLED
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UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
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UNITY_DOTS_INSTANCED_PROP(float, _DeformedMeshIndex)
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UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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#endif
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Deformation/Resources/ComputeDeformedVertex.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings { float4 positionHCS : SV_POSITION; };
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Varyings vert (Attributes IN)
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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float3 dpos = IN.positionOS.xyz;
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float3 dnrm = IN.normalOS;
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float3 dtan = float3(1, 0, 0);
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ComputeDeformedVertex_float(IN.vertexID, IN.positionOS.xyz, IN.normalOS, dtan,
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dpos, dnrm, dtan);
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(dpos);
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return OUT;
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}
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half4 frag (Varyings IN) : SV_Target
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{
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float t = _Time.y * _FlickerSpeed + _Seed;
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float wave = 0.6 * sin(t) + 0.4 * sin(t * 2.37 + 1.3);
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float f = 1.0 - _FlickerAmount * (0.5 - 0.5 * wave);
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return half4(_EmissionColor.rgb * f, 1.0);
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}
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ENDHLSL
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}
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}
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Fallback Off
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} |