Facade detail, per-solid materials and ground-contact occlusion #138
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elsie/liuverse!138
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Delete branch "tier-a-visuals"
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Tier A of the visual pass: bake more surface detail into the scene at build time, so nothing is added per frame.
What
roughness = 0.9, metallic = 0.0; they now carry their own values, plumbed throughObjectU.mat_paramsandSolidKey. Window glass takes its roughness from the newPalette::window_roughness.apply_ground_contact_aomultiplies a height-based contact term intoSoup.aofor vertical faces, sampling the terrain under each vertex. Walls, barriers and props sit on the ground instead of floating on flat ambient.facade_uvsprojection that unwraps each triangle by its face normal.assets/baked/valla.binis unchanged, so no rebake is needed.Cost
No new passes, draw states or vertex attributes:
ao,uvand the object-uniform slots already existed. Startup adds two generated 256² textures and one terrain sample per building/decor vertex.Version
Backwards compatible — no wire or bake-layout change. Merged under the batch's single major bump to 2.0.0; this branch's own bump commit was dropped on rebase.
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just checkpasses.Merged
Merged into
mainas part of the batch (order: #136, #142, #137, #138, #141, #139, #140, #143). The batch carries a single major bump,1.1.2→2.0.0, so this branch's own bump commit was dropped when it was rebased;PROTOCOL_VERSIONstays 2.assets/baked/valla.binwas rebaked once at the end of the batch.0008f10b2fto8c74af6c66