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>
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185 lines
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