Add formal enemies, remaining formal partners and synthesized UI SFX
- UI SFX v3: procedurally synthesized one-shots (Tools/synth_ui_sfx.py) wired to buttons, rewards, errors and red dots via UiSfx, gated by the SFX setting. - Five formal enemies (Hornlet, Dashlet, Shellhorn, HornCaptain, GreatHorn): Hunyuan 50k -> 2000-tri XPbr, DGXA TokenRig, Idle/Walk/Attack, nested per type in PrototypeArena; PrototypeBattle.Enemy gains presentation-only Moving/Strikes. - Formal partners for all ten pets in the arena and portraits, including new VineSprite, ThunderLeopard and TideWhale. - Pipeline fixes: reject local TokenRig fallback, drop loose mesh islands, configurable Unity run_script timeout, companion static stage. - Also includes concurrent work from another tool in this working tree (FlameLion, enemy combat FX, challenge mode, home explorer, server updates). - Resources registered in Doc/ResDesc_*.md; verified on isolated :18081. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Shader "AIGame/EnemyCombatParticle"
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{
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Properties { _MainTex ("Soft particle", 2D) = "white" {} }
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
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Pass
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{
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Blend SrcAlpha One
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Cull Off ZWrite Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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struct appdata { float4 vertex:POSITION; float2 uv:TEXCOORD0; float4 color:COLOR; };
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struct v2f { float4 vertex:SV_POSITION; float2 uv:TEXCOORD0; float4 color:COLOR; };
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v2f vert(appdata v) { v2f o; o.vertex=UnityObjectToClipPos(v.vertex); o.uv=v.uv; o.color=v.color; return o; }
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half4 frag(v2f i):SV_Target { return tex2D(_MainTex,i.uv)*i.color; }
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ENDHLSL
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}
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}
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}
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fileFormatVersion: 2
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guid: 2a89d799ffea50e4ab98f202a1e2433f
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "AIGame/HomeExplorerCutout"
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{
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Properties
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{
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_MainTex ("Tex", 2D) = "white" {}
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_Key ("Key", Color) = (0.07, 0.02, 0.09, 1)
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _Key;
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struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
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struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; };
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v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; }
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 c = tex2D(_MainTex, i.uv);
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if (distance(c.rgb, _Key.rgb) < 0.12) discard;
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c.a = 1;
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return c;
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: a10b9d049369c454da52258d8d8ba24f
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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