champions-of-luneraria/Assets/Luneraria/Materials/World
Martin Stickelbroeck 2c1686b837 U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX
Die Mid-Lane steht auf Zielqualität (stilisierter Realismus). Die übrige
Karte bleibt auf dem U2-Stand, bis über den Weg entschieden ist.

- U5A: tools/blender/bake_pbr.py backt sechs nahtlose PBR-Sätze
  (limestone, soil, bark, leaf, rock, water) mit Albedo, Normal aus dem
  Höhenfeld (Sobel) und ORM (R AO, G Rauigkeit, B Metall), je 2k.
  Torus-Mapping für Kantenfluss wie phase10/bake_bark.py.
- U5B: Luneraria/Surface trägt _AlbedoMap, _NormalMap, _OrmMap triplanar
  über den Godot-Weltfarben; ORM steuert Rauigkeit, Metall und AO.
  LuneMaterialFactory bindet je Oberfläche den passenden Satz, LN_Rock
  den Felsensatz.
- U5C: Mid-Lane-Licht — Nebel (ExponentialSquared, Dichte 0,0085),
  scharfe Schatten (Bias 0,02), Weißabgleich und Vignette, ACES und
  Bloom leicht angehoben.
- U5D: Hit- und Angriffs-Flash über MaterialPropertyBlock (warm beim
  Angriff, weißglühend beim Treffer), Turmblitze als dreipunktiger Funke
  mit Breitenkurve und Farbverlauf. CaptureMidLane schreibt fünf
  Nachweisbilder nach docs/port/screenshots/u5/.
- Leistung (macOS-Player, 116 Einheiten): 132 fps Übersicht, 182 fps Mid
  nah — 20–25 % unter U3 durch PBR, Normals und Nebel. Mid-Lane bleibt
  über 120 fps.
- Tests: EditMode 29/29, PlayMode 13/13, Kerntests 457/457. Keine
  Regeländerung; Golden 51.221 Werte unverändert.
- Grenze eingehalten: keine prozeduralen Gesichter, Haare oder Anatomie.
  Sculpts bleiben vorbehalten (Freigabe und Lizenzprüfung).
- Dokumentation: U5-VISUAL (Umsetzung, Nachweis, Entscheidungsvorlage
  für die ganze Karte), PORT-QA (U5), PORT-STATUS, KNOWN-BEHAVIOR-
  DIFFERENCES.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:10:10 +02:00
..
ENV_cliff_runestone.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_cliff_runestone.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_limestone_gate.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_limestone_gate.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_limestone_parapet.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_limestone_parapet.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_limestone_platform.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_limestone_platform.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_limestone_plaza.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_limestone_plaza.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_limestone_ruin.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_limestone_ruin.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_limestone_stair.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_limestone_stair.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_limestone_wall.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_limestone_wall.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_paving_mid.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_paving_mid.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_paving_plaza.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_paving_plaza.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_paving_top.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_paving_top.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
ENV_soil_bot.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
ENV_soil_bot.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_5AA8FF_1.2.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_5AA8FF_1.2.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_5AA8FF_1.6.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_5AA8FF_1.6.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_5AA8FF_2.4.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_5AA8FF_2.4.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_B8DBE6_0.35.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_B8DBE6_0.35.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_CDB8FF_1.3.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_CDB8FF_1.3.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_D9CCFF_0.9.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_D9CCFF_0.9.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_FF6A55_1.2.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_FF6A55_1.2.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_FF6A55_1.6.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_FF6A55_1.6.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Glow_FF6A55_2.4.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Glow_FF6A55_2.4.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Pad_Blau.mat U2B World Geometry 2026-09-30 16:01:25 +02:00
Pad_Blau.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Pad_Rot.mat U2B World Geometry 2026-09-30 16:01:25 +02:00
Pad_Rot.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
River.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
River.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Terrain.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Terrain.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_0_0.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_0_0.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_0_1.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_0_1.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_0_2.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_0_2.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_0_3.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_0_3.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_0_4.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_0_4.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_1_0.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_1_0.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_1_1.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_1_1.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_1_2.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_1_2.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_1_3.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_1_3.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00
Vein_1_4.mat U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX 2026-10-02 17:10:10 +02:00
Vein_1_4.mat.meta U2B World Geometry 2026-09-30 16:01:25 +02:00