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Extend retail environment shading and refresh texture workflow
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@@ -86,36 +86,19 @@ selection and regional/streaming state also remain unverified.
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## Remaining differences
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This is not a claim of pixel parity. Native frame constants are supplied by
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game hooks in the reference; this engine does not yet recover that controller.
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Scene exposure 2.5, world material multiplier 1, and tree/proxy values still use
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documented day-capture defaults. Imported maps have no additive directional sun:
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their world lighting comes from baked lightmaps, with a separate player-only
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projected shadow receiver described in the character-lighting notes. Normal-map
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sign terms use the initial world's authored direction when new sky metadata
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is available; old packages retain the previous direction. Regional changes
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and the runtime environment controller are not implemented. Fog selection
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and its authored near/far/colour/power/max are retained in sky metadata, but
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the CPU transformation to native frame rows is not yet proven, so shader fog
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remains disabled. The selected `material_fog/default` must not be confused
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with the different `fog_default` collection.
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The current pass enables authored distance fog, GPU exposure adaptation, flowing
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water, scrolling emissive signs, the global reflective water sheets and additional
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hair strand coverage. See [visual-parity-status.md](visual-parity-status.md) for
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provenance, validation and the distinction between native equations and adapters.
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Native water, SSAO, SSR, bloom and volumetric lighting are
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not yet ported. Character lighting now has a dedicated adapter; see
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[character-lighting-investigation.md](character-lighting-investigation.md) for
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implemented terms, spatial data, validation and remaining parity differences.
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The water arrays are recoverable now, but flowing-water
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normal/tangent unpacking, ocean PCA input bindings and the separate horizon
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water resource still need their own adapters. Character parity needs the
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native CAC-composed texture/mask inputs plus verified key/rim/specular and
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nine SH rows; portable GLB materials do not retain that contract. Reference
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post effects need their depth/normal/reflection inputs and native pass ordering;
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volumetric sun visibility also conflicts with the currently disabled world
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sun-shadow source. These gaps are not enabled using guessed settings.
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Characters without the new lighting sidecars and
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unsupported world families still use Bevy materials beneath the shared tone
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curve. Reflection normals use the reference's analytic world-up construction;
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there has been no matched-camera pixel comparison against the recomp.
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This is not pixel parity. Native regional environment selection is not ported;
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static map selection supplies the fog/sun and the default exposure tuning. The
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exposure meter uses portable HDR luminance samples instead of the native resolve
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surface. Shadow colour/filtering and CAC hair colour-register composition still
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have documented approximations. Ocean PCA wave reconstruction now uses the owned 30-frame table; its native
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phase/reset controller and the separate non-flowing water shader remain unported. SSAO, SSR, bloom and volumetric lighting
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are also outside the currently implemented renderer. Missing parameters retain
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fallback materials; these effects are not silently labelled complete.
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The shaders are embedded in the executable. Sky and map payloads are extracted
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from the user's game and must never be committed or bundled with releases.
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@@ -163,7 +146,8 @@ the tree-family presentation meshes into `private/native-backdrops/<map>.skate`.
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Mesh-to-material and material-to-texture selection use binary GUIDs: texture
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name suffixes differ from the global texture resource GUIDs. Original positions,
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indices, UVs, masked alpha, two-sided rendering and baked lightmaps are retained.
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No water surfaces or synthetic forest placements are added.
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At that stage only tree-family meshes were selected. The later visual pass also
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retains the authored global reflective water sheets; no synthetic placements are added.
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The renderer loads this supplemental package after the district and before sky
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setup, through the existing retail mesh/material path. `parse_render_only` is
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