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Ocean (procedural mesh, displacement pre-pass, caustics, planar reflection), avatar outline, object highlight (mask -> separable blur -> rim composite) and skybox-to-cubemap URP render features, reimplemented against the renderer assets that bind them. **Deep-review round** (adversarial correctness/perf review + fixes, no vendor source consulted): - The ocean now renders: `Ocean.prefab` serializes `OceanMeshController` component references and `scale: 10000` — the reimpl typed the list as `GameObject` (all null) and dropped the scale field (tiles 10x undersized). Field shape restored; all 200 tiles meshed via the child sweep. - Highlight tint/opacity revived: the material serialized `_HighlightColor`/`_BlurRadius`, shadowing the globals the feature sets (interaction valid/invalid colors and the avatar fade were all dead). Properties removed from shader+material. - The avatar highlight bucket now drains (entries were kept forever: 4 full-res passes/frame for the rest of the session and an unbounded static dictionary across realm switches). - Skybox reflection follows the live sky (capture material syncs from `RenderSettings.skybox`), `defaultReflectionMode` is restored on teardown, the roughness convolution now spans the mip chain perceptually, cubemaps allocate lazily (5 feature instances exist in the asset; 1 is wired), and the bake coordinator survives domain-reload-less play mode. - RenderGraph hardening: `ReadWrite` on blended targets (the Vulkan discard hazard), URP global textures declared before sampling, clamp wrap on blur RTs, blur chain at half res (double effective kernel density at half cost), `Create()` re-entry leaks fixed, ocean displacement region follows the camera, published globals cleared when gates flip off, outline snapshot moved off the never-invoked `OnCameraCleanup` hook. - StylizedOcean: Gerstner waves now perturb the shading normal (analytic partials), ~36x shader-variant cut, world-scale-safe foam hash, DepthNormals matches the project's URP convention. - Note: the ocean sub-passes (displacement/caustics/SSR) ship gated off in the renderer asset, so several fixes are hardening for when they're enabled. - Verified: the integration-branch Unity build gate (also confirms the two URP 17 API signatures used). --- **Provenance**: clean-room reimplementation — written against the API surface the client consumes, never derived from vendor source. Script GUIDs are pinned where existing .asset/.prefab references depend on them. The review + fix round below was likewise executed without reading any vendor source.
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🚦 CI StatusWaiting for the build to start… No C# files changed — lint ratchet skipped. Waiting for tests to start… Bare-metal benchmarks run automatically after each successful build; results land in this section. Add the On demand — comment |
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Ocean (procedural mesh, displacement pre-pass, caustics, planar reflection), avatar outline, object highlight (mask -> separable blur -> rim composite) and skybox-to-cubemap URP render features, reimplemented against the renderer assets that bind them.
Deep-review round (adversarial correctness/perf review + fixes, no vendor source consulted):
Ocean.prefabserializesOceanMeshControllercomponent references andscale: 10000— the reimpl typed the list asGameObject(all null) and dropped the scale field (tiles 10x undersized). Field shape restored; all 200 tiles meshed via the child sweep._HighlightColor/_BlurRadius, shadowing the globals the feature sets (interaction valid/invalid colors and the avatar fade were all dead). Properties removed from shader+material.RenderSettings.skybox),defaultReflectionModeis restored on teardown, the roughness convolution now spans the mip chain perceptually, cubemaps allocate lazily (5 feature instances exist in the asset; 1 is wired), and the bake coordinator survives domain-reload-less play mode.ReadWriteon blended targets (the Vulkan discard hazard), URP global textures declared before sampling, clamp wrap on blur RTs, blur chain at half res (double effective kernel density at half cost),Create()re-entry leaks fixed, ocean displacement region follows the camera, published globals cleared when gates flip off, outline snapshot moved off the never-invokedOnCameraCleanuphook.Provenance: clean-room reimplementation — written against the API surface the client consumes, never derived from vendor source. Script GUIDs are pinned where existing .asset/.prefab references depend on them. The review + fix round below was likewise executed without reading any vendor source.