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M8 — ProjectM/EmissiveGloam had no DOTS instancing but is bound to M_Drowner_EyeGlow on EnemyDrowner.prefab, a baked GHOST prefab that Entities Graphics renders through BatchRendererGroup. Its skinned sibling has carried the pragmas since 07-16; this one was simply missed, and murk hides the symptom (CLAUDE.md: "a dark-lit screenshot MASKS material bugs"). Added #pragma target 4.5 + multi_compile DOTS_INSTANCING_ON + UNITY_SETUP_INSTANCE_ID, and a DepthOnly pass so the glows stop being absent from the URP depth texture (soft particles / SSAO / DoF punch straight through them otherwise). Verified: shader compiles, isSupported, 2 passes, 0 messages. M7 — EnemyRigTools was dead at EVERY entry point. All eight hard-coded prefab paths were deleted by DR-051, and the template check ran BEFORE the idempotent in-place branch, so even re-running a builder on an existing prefab failed. The three shipping skinned creatures were unreproducible. Now the template only matters when there is no output to edit in place, and a new creature templates off the shipping EnemyDrowner ghost (GhostTemplate) instead of the deleted Enemy.prefab. Retired the four menu items that drove the deleted Werewolf/Kaiju/Charger bestiary rather than leave them advertising entry points that cannot work. Deleted 19 materials with zero references from any scene, prefab, ScriptableObject, script or settings asset — verified three ways, not from the audit's list. Kept everything with a live reference, including several the audit's asset-only scan called dead but which code loads by path (M_Skinned_Palette, PixelOutline, M_Env_Fallback). NOT fixed here, deliberately: MakeMat still points each creature at a per-PACK Synty atlas rather than the shared palette. That is a visual decision about the shipping Drowner/Grindylow, not a mechanical fix — the doc-vs-reality gap gets reconciled in Art_Direction_Lantern instead. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>