U5.3: Gebäude, Boss und Ringborke auf PBR; Bildfehler aus U5 behoben

Fortsetzung des angefangenen U5.3-Stands vom 2. Oktober.

- Fünf neue Sätze aus bake_pbr.py (metal, cloth, hide, bone, wood) für
  Türme, Ancients, Grotte und die Schlundkrone. Ringborkes Rinde (RB_Bark)
  auf ihren eigenen UVs mit dem 4k-Satz (Rauigkeit zu ORM gepackt),
  Normalen im Tangentenraum des Meshes. Aufnahmen aller drei Lanes.
- Befund: Seit U5 war die Welt halb so hell und ohne Grün (Mid-Lane
  Helligkeit 0,27, Grün 0 %). Ursachen und Korrekturen:
  - Die PBR-Albedos wurden über die Godot-Farben multipliziert (Rasen
    etwa x0,05). Jetzt teilt der Shader jede Karte durch ihren Mittel-
    wert; die Godot-Farbe bleibt der Durchschnitt, die Karte liefert
    Struktur. Ebenso die Rauigkeit, wo das Material eine eigene hat.
  - Normal- und ORM-Karten waren als sRGB-Farbe importiert. Jetzt
    Normalkarte bzw. linear.
  - bake_pbr.py verzerrte alle Muster 10:1 (Regenstreifen). Stein, Erde,
    Laub, Wasser und die neuen Sätze ohne Maserung neu gebacken.
  - Der Treffer-Flash ersetzte die Grundfarbe aller Materialplätze; im
    Nahkampf waren die Armeen weiß und der Boss gelb. Jetzt Tönung der
    eigenen Farbe je Platz, wenig Emission, 16 Stufen.
  - Nebel 0,0085 verschleierte die Kartenansicht zu 35-50 %; jetzt 0,0045.
  Ergebnis Mid-Lane: Helligkeit 0,41-0,44, Grün 31-39 % (U3: 0,45 / 27 %).
- Tests: EditMode 29/29, PlayMode 13/13, Verify 718/0, Kerntests .NET
  457/457, Fingerabdrücke unverändert (DCE95C96556F3A1A, 7B8E43AEFC0D60C5).
- Leistung: A/B mit einem U5.2-Player unter gleicher Last, kein messbarer
  Unterschied (91,4 gegen 93,8 fps Karte, 124,9 gegen 125,3 fps Mid).
- Messwerkzeug tools/port/png_stats.py; Doku U5-VISUAL (U5.3),
  PORT-STATUS, PORT-QA; Bilder screenshots/u5.3/ als JPEG.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Martin Stickelbroeck 2026-10-07 19:34:02 +02:00
parent 1b31f9b0ef
commit 07fa4572e0
191 changed files with 61522 additions and 58718 deletions

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@ -36,7 +36,7 @@ namespace Luneraria.EditorTools
static readonly string[] TeamNames = { "Blau", "Rot", "Neutral" };
/// <summary>U5 PBR sets of tools/blender/bake_pbr.py: albedo, normal, ORM.</summary>
static readonly string[] PbrSets = { "limestone", "soil", "bark", "leaf", "rock", "water" };
static readonly string[] PbrSets = { "limestone", "soil", "bark", "leaf", "rock", "water", "metal", "cloth", "hide", "bone", "wood" };
sealed class Spec
{
@ -55,6 +55,12 @@ namespace Luneraria.EditorTools
public float NormalStrength = 1f;
/// <summary>Weg 2: 1 = lane tier (full PBR), 0 = edge tier (colour + stone relief).</summary>
public float Quality = 1f;
/// <summary>U5.3: 1 = sample the authored UVs of a character (Ringborke bark), 0 = world triplanar.</summary>
public bool UvMaps;
/// <summary>Authored UV textures of a character (Ringborke); overrides the baked set.</summary>
public Texture2D UvAlbedo;
public Texture2D UvNormal;
public Texture2D UvOrm;
}
static Shader _surface;
@ -62,6 +68,8 @@ namespace Luneraria.EditorTools
static readonly Dictionary<string, Texture2D> _albedo = new Dictionary<string, Texture2D>();
static readonly Dictionary<string, Texture2D> _normal = new Dictionary<string, Texture2D>();
static readonly Dictionary<string, Texture2D> _orm = new Dictionary<string, Texture2D>();
/// <summary>Mean linear value of a map (albedo colour or ORM channels), measured once per build.</summary>
static readonly Dictionary<Texture2D, Vector4> _means = new Dictionary<Texture2D, Vector4>();
public static Color Hex(string hex)
{
@ -102,11 +110,12 @@ namespace Luneraria.EditorTools
_albedo.Clear();
_normal.Clear();
_orm.Clear();
_means.Clear();
foreach (string set in PbrSets)
{
_albedo[set] = AssetDatabase.LoadAssetAtPath<Texture2D>(Textures + "/" + set + "-albedo-2k.png");
_normal[set] = AssetDatabase.LoadAssetAtPath<Texture2D>(Textures + "/" + set + "-normal-2k.png");
_orm[set] = AssetDatabase.LoadAssetAtPath<Texture2D>(Textures + "/" + set + "-orm-2k.png");
_albedo[set] = Map(Textures + "/" + set + "-albedo-2k.png", TextureImporterType.Default, true);
_normal[set] = Map(Textures + "/" + set + "-normal-2k.png", TextureImporterType.NormalMap, false);
_orm[set] = Map(Textures + "/" + set + "-orm-2k.png", TextureImporterType.Default, false);
}
var setAsset = AssetDatabase.LoadAssetAtPath<LuneMaterialSet>(SetPath);
if (setAsset == null)
@ -130,23 +139,137 @@ namespace Luneraria.EditorTools
Fixed(set, "LN_Stone_Dark", new Spec { Mode = Stone, Base = new Color(.30f, .30f, .33f), Roughness = .9f, VertexColor = true, Pbr = "limestone" });
Fixed(set, "LN_Stone_Grotto", new Spec { Mode = Stone, Base = new Color(.43f, .43f, .46f), VertexColor = true, Pbr = "limestone" });
Fixed(set, "LN_Rock", new Spec { Mode = Stone, Base = new Color(.38f, .38f, .40f), Roughness = .93f, VertexColor = true, StoneScale = .13f, Pbr = "rock" });
Teams(set, "LN_Metal_Team", team => new Spec { Mode = Plain, Base = TeamMetal[team] * .92f, Metallic = .9f, Roughness = .32f, VertexColor = true });
Fixed(set, "LN_Metal_Iron", new Spec { Mode = Plain, Base = new Color(.24f, .24f, .26f), Metallic = .8f, Roughness = .52f, VertexColor = true });
Fixed(set, "LN_Metal_Bronze", new Spec { Mode = Plain, Base = new Color(.66f, .47f, .24f), Metallic = .9f, Roughness = .42f, VertexColor = true });
// U5.3: metal, cloth, hide, bone and wood carry their own baked PBR set (target
// quality of every figure along the lanes; the generators keep their geometry).
Teams(set, "LN_Metal_Team", team => new Spec { Mode = Plain, Base = TeamMetal[team] * .92f, Metallic = .9f, Roughness = .32f, VertexColor = true, Pbr = "metal" });
Fixed(set, "LN_Metal_Iron", new Spec { Mode = Plain, Base = new Color(.24f, .24f, .26f), Metallic = .8f, Roughness = .52f, VertexColor = true, Pbr = "metal" });
Fixed(set, "LN_Metal_Bronze", new Spec { Mode = Plain, Base = new Color(.66f, .47f, .24f), Metallic = .9f, Roughness = .42f, VertexColor = true, Pbr = "metal" });
Teams(set, "LN_Crystal_Team", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 3.2f });
Fixed(set, "LN_Crystal_Grotto", new Spec { Mode = Crystal, Base = TeamCrystal[2], Emission = TeamCrystal[2], Energy = 3.2f });
// Godot lights only the glyph strokes of a rune band; a dim band stands in for them.
Teams(set, "LN_Rune_Team", team => new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[team], Energy = .45f, Roughness = .5f, VertexColor = true });
Fixed(set, "LN_Rune_Grotto", new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[2], Energy = .45f, Roughness = .5f, VertexColor = true });
Teams(set, "LN_Cloth_Team", team => new Spec { Mode = Plain, Base = TeamCloth[team], Roughness = .85f, DoubleSided = true, VertexColor = true });
Teams(set, "LN_Cloth_Team", team => new Spec { Mode = Plain, Base = TeamCloth[team], Roughness = .85f, DoubleSided = true, VertexColor = true, Pbr = "cloth" });
Fixed(set, "LN_Water_Glow", new Spec { Mode = Plain, Base = new Color(.45f, .35f, .80f) * .3f, Emission = new Color(.45f, .35f, .80f), Energy = 1.2f, Roughness = .1f });
Fixed(set, "LN_Boss_Hide", new Spec { Mode = Plain, Base = new Color(.24f, .25f, .29f), Roughness = .84f, VertexColor = true });
Fixed(set, "LN_Boss_Bone", new Spec { Mode = Plain, Base = new Color(.74f, .71f, .64f), Roughness = .62f, VertexColor = true });
Fixed(set, "LN_Boss_Bronze", new Spec { Mode = Plain, Base = new Color(.42f, .31f, .18f), Metallic = .85f, Roughness = .42f, VertexColor = true });
Fixed(set, "LN_Boss_Hide", new Spec { Mode = Plain, Base = new Color(.24f, .25f, .29f), Roughness = .84f, VertexColor = true, Pbr = "hide" });
Fixed(set, "LN_Boss_Bone", new Spec { Mode = Plain, Base = new Color(.74f, .71f, .64f), Roughness = .62f, VertexColor = true, Pbr = "bone" });
Fixed(set, "LN_Boss_Bronze", new Spec { Mode = Plain, Base = new Color(.42f, .31f, .18f), Metallic = .85f, Roughness = .42f, VertexColor = true, Pbr = "metal" });
// The grotto boss glows in the neutral colour; a deployed boss in its team's.
Teams(set, "LN_Crystal_Boss", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 2.4f }, neutral: true);
Fixed(set, "LN_Wood", new Spec { Mode = Plain, Base = new Color(.33f, .23f, .15f), Roughness = .82f, VertexColor = true });
Fixed(set, "LN_Wood", new Spec { Mode = Plain, Base = new Color(.33f, .23f, .15f), Roughness = .82f, VertexColor = true, Pbr = "wood" });
Fixed(set, "LN_Cave", new Spec { Mode = Plain, Base = new Color(.02f, .015f, .03f), Roughness = 1f });
// U5.3: Ringborke bark on its authored UVs (the 4k set of the U2 asset hand-off).
// The roughness map is packed into ORM (R ao = 1, G roughness, B metal = 0).
Texture2D rbAlbedo = Map(Textures + "/ringborke-cut-albedo-4k.png", TextureImporterType.Default, true);
Texture2D rbNormal = Map(Textures + "/ringborke-cut-normal-4k.png", TextureImporterType.NormalMap, false);
Texture2D rbRough = AssetDatabase.LoadAssetAtPath<Texture2D>(Textures + "/ringborke-cut-roughness-4k.png");
if (rbAlbedo != null && rbNormal != null && rbRough != null)
{
// Plain, not the world bark mode: its world-space ridges would slide over a moving
// figure. The authored maps carry the bark; no vertex colours on the figure.
Fixed(set, "RB_Bark", new Spec
{
Mode = Plain,
Base = new Color(.42f, .34f, .24f),
Roughness = .84f,
VertexColor = false,
Pbr = "bark",
UvMaps = true,
UvAlbedo = rbAlbedo,
UvNormal = rbNormal,
UvOrm = PackRoughnessOrm(rbRough)
});
}
}
/// <summary>
/// A PBR map with the import its data needs (U5.3 finding): albedo is sRGB colour, normal
/// maps import as normal maps, ORM as linear data. The U5 sets imported all three as sRGB
/// colour, so the GPU gamma-decoded normals (tilted surfaces) and AO/roughness (darker,
/// glossier). Changed settings are written to the .meta and reimported once.
/// </summary>
static Texture2D Map(string path, TextureImporterType type, bool srgb)
{
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
if (importer != null && (importer.textureType != type || importer.sRGBTexture != srgb))
{
importer.textureType = type;
importer.sRGBTexture = srgb;
importer.SaveAndReimport();
}
return AssetDatabase.LoadAssetAtPath<Texture2D>(path);
}
/// <summary>
/// Mean linear value of a map (every 7th pixel of its PNG; sRGB maps decoded to linear).
/// The shader divides by it, so a map adds detail around the Godot colour and roughness of
/// the material instead of multiplying them down (U5 drew the albedo maps over the Godot
/// colours: the terrain lost 80–95 % of its brightness and all of its green).
/// </summary>
static Vector4 Mean(Texture2D map, bool srgb)
{
if (map == null)
return Vector4.one;
if (_means.TryGetValue(map, out Vector4 mean))
return mean;
var probe = new Texture2D(2, 2, TextureFormat.RGBA32, false, true);
probe.LoadImage(File.ReadAllBytes(AssetDatabase.GetAssetPath(map)));
Color32[] pixels = probe.GetPixels32();
UnityEngine.Object.DestroyImmediate(probe);
var decode = new double[256];
for (int i = 0; i < 256; i++)
decode[i] = srgb ? Mathf.GammaToLinearSpace(i / 255f) : i / 255.0;
double r = 0, g = 0, b = 0;
int n = 0;
for (int i = 0; i < pixels.Length; i += 7)
{
r += decode[pixels[i].r];
g += decode[pixels[i].g];
b += decode[pixels[i].b];
n++;
}
mean = n > 0 ? new Vector4((float)(r / n), (float)(g / n), (float)(b / n), 1f) : Vector4.one;
_means[map] = mean;
return mean;
}
/// <summary>ORM from a grayscale roughness map (R ao = 1, G roughness, B metal = 0).</summary>
static Texture2D PackRoughnessOrm(Texture2D roughness)
{
string path = Textures + "/ringborke-cut-orm-4k.png";
var existing = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
if (existing != null)
return existing;
string roughPath = AssetDatabase.GetAssetPath(roughness);
var sourceImporter = AssetImporter.GetAtPath(roughPath) as TextureImporter;
if (sourceImporter != null && !sourceImporter.isReadable)
{
sourceImporter.isReadable = true;
sourceImporter.SaveAndReimport();
}
int width = roughness.width;
int height = roughness.height;
var orm = new Texture2D(width, height, TextureFormat.RGB24, false, true);
Color[] source = roughness.GetPixels();
var packed = new Color[source.Length];
for (int i = 0; i < source.Length; i++)
packed[i] = new Color(1f, source[i].r, 0f);
orm.SetPixels(packed);
orm.Apply(false, false);
File.WriteAllBytes(path, orm.EncodeToPNG());
UnityEngine.Object.DestroyImmediate(orm);
AssetDatabase.ImportAsset(path);
Texture2D imported = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
if (imported != null)
{
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
if (importer != null && importer.sRGBTexture)
{
importer.sRGBTexture = false;
importer.SaveAndReimport();
}
}
return imported != null ? imported : roughness;
}
// ------------------------------------------------------------ props of map_props.fbx (ENV_*)
@ -321,6 +444,7 @@ namespace Luneraria.EditorTools
material.SetFloat("_Relief", spec.Relief);
material.SetFloat("_NormalStrength", spec.NormalStrength);
material.SetFloat("_Quality", spec.Quality);
material.SetFloat("_UvMaps", spec.UvMaps ? 1f : 0f);
material.SetFloat("_Cull", spec.DoubleSided ? 0f : 2f);
material.SetTexture("_StoneMap", _stone);
ApplyPbr(material, spec);
@ -329,9 +453,20 @@ namespace Luneraria.EditorTools
return material;
}
/// <summary>U5: bind the baked albedo/normal/ORM set of the surface family (lane tier only).</summary>
/// <summary>U5: bind the baked albedo/normal/ORM set (lane tier) or the authored UVs of a character.</summary>
static void ApplyPbr(Material material, Spec spec)
{
if (spec.UvMaps && spec.UvAlbedo != null)
{
// U5.3: Ringborke bark on its authored UVs (albedo, normal, roughness as ORM).
Texture2D orm = spec.UvOrm != null ? spec.UvOrm : Texture2D.whiteTexture;
material.SetTexture("_AlbedoMap", spec.UvAlbedo);
material.SetTexture("_NormalMap", spec.UvNormal != null ? spec.UvNormal : Texture2D.normalTexture);
material.SetTexture("_OrmMap", orm);
material.SetVector("_AlbedoMean", Mean(spec.UvAlbedo, true));
material.SetVector("_OrmMean", spec.UvOrm != null ? Mean(spec.UvOrm, false) : Vector4.one);
return;
}
string key = spec.Pbr;
if (key.Length == 0)
key = PbrForMode(spec.Mode);
@ -341,11 +476,15 @@ namespace Luneraria.EditorTools
material.SetTexture("_AlbedoMap", Texture2D.whiteTexture);
material.SetTexture("_NormalMap", Texture2D.normalTexture);
material.SetTexture("_OrmMap", Texture2D.whiteTexture);
material.SetVector("_AlbedoMean", Vector4.one);
material.SetVector("_OrmMean", Vector4.one);
return;
}
material.SetTexture("_AlbedoMap", albedo);
material.SetTexture("_NormalMap", _normal[key]);
material.SetTexture("_OrmMap", _orm[key]);
material.SetVector("_AlbedoMean", Mean(albedo, true));
material.SetVector("_OrmMean", Mean(_orm[key], false));
}
public static string PbrForMode(int mode)

View file

@ -142,10 +142,12 @@ namespace Luneraria.EditorTools
RenderSettings.ambientMode = AmbientMode.Flat;
RenderSettings.ambientLight = LuneMaterialFactory.GammaEncoded(LuneMaterialFactory.ColorOf(environment["ambient_color"]), (float)environment["ambient_energy"] * 1.6f);
// U5: aerial depth over the valley; the Mid-Lane reads further away than the towers.
// U5.3: density .0085 veiled the map view (zoom 64–70, 70–90 m away) by 35–50 % in
// the fog colour and took the colour out of the armies; .0045 keeps 10–15 % there.
RenderSettings.fog = true;
RenderSettings.fogMode = FogMode.ExponentialSquared;
RenderSettings.fogColor = LuneMaterialFactory.Hex("6a7f96");
RenderSettings.fogDensity = .0085f;
RenderSettings.fogDensity = .0045f;
RenderSettings.sun = sun;
const string skyPath = "Assets/Luneraria/Settings/Rendering/LuneSky.mat";
var sky = AssetDatabase.LoadAssetAtPath<Material>(skyPath);

View file

@ -107,6 +107,10 @@ namespace Luneraria.EditorTools
Vec2 red = map.CorePosition(1);
Vec2 outer = map.BuildingDef("rot_mid_outer").Position;
Vec2 inner = map.BuildingDef("rot_mid_inner").Position;
Vec2 topOuter = map.BuildingDef("rot_top_outer").Position;
Vec2 topInner = map.BuildingDef("rot_top_inner").Position;
Vec2 botOuter = map.BuildingDef("rot_bot_outer").Position;
Vec2 botInner = map.BuildingDef("rot_bot_inner").Position;
var views = new List<View>
{
new View { Label = "mid-lane-overview", At = (outer + inner) * .5, Zoom = 30f },
@ -114,11 +118,18 @@ namespace Luneraria.EditorTools
new View { Label = "mid-lane-ancient", At = blue + new Vec2(1.5, -2.5), Zoom = 24f, YawSteps = -1 },
new View { Label = "mid-lane-grotto", At = map.GrottoCenter(), Zoom = 22f },
new View { Label = "mid-lane-wide", At = (blue + red) * .5, Zoom = 48f, YawSteps = -1 },
// U5.3: the other two lanes of the corridor, same target quality.
new View { Label = "top-lane-overview", At = (topOuter + topInner) * .5, Zoom = 30f },
new View { Label = "top-lane-towers", At = topOuter + new Vec2(0, -2.5), Zoom = 16f },
new View { Label = "bot-lane-overview", At = (botOuter + botInner) * .5, Zoom = 30f },
new View { Label = "bot-lane-towers", At = botOuter + new Vec2(0, -2.5), Zoom = 16f },
// Weg 2 edge tier: the mountains beyond the lane corridor keep colour and stone relief.
new View { Label = "edge-mountains", At = new Vec2(-55, 55), Zoom = 36f, YawSteps = -1 },
new View { Label = "lane-and-edge", At = new Vec2(-28, 28), Zoom = 56f },
};
string folder = Path.Combine(Path.GetDirectoryName(Application.dataPath), "docs/port/screenshots/u5");
// LUNE_EVIDENCE names the folder (as for the PlayMode evidence), so a later stage keeps the U5 records.
string evidence = Environment.GetEnvironmentVariable("LUNE_EVIDENCE");
string folder = Path.Combine(Path.GetDirectoryName(Application.dataPath), "docs/port/screenshots", string.IsNullOrEmpty(evidence) ? "u5" : evidence);
Directory.CreateDirectory(folder);
Camera camera = Camera.main;
foreach (View view in views)

View file

@ -24,15 +24,15 @@ Material:
serializedVersion: 3
m_TexEnvs:
- _AlbedoMap:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: 0ec802894b7d448c1b96ace2ab43ea7e, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NormalMap:
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