Replace broad Contains("light") with IsTimelineControlledLight() that matches
only objects actually controlled by timeline handlers (blinklight, spotlight3d,
_wash_, laser). Neonsigns, glow meshes, UV scroll objects and other static stage
props now keep their prefab default state instead of being silently disabled.
Also fix UVScrollLight handler to use GetComponentsInChildren<Renderer>(true)
so inactive renderers are included in material search.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replaces incorrect RenderSettings.ambient* with per-material
_AmbientColor writes on stage renderers, confirmed via live10106
material dump.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
scrollSpeedX/Y was incorrectly passed to SetTextureScale (tiling),
now accumulated as per-frame offset delta on top of keyframe scrollOffsetX/Y.
Added _uvScrollAccum dict cleared on InitializeTimeline.
Also updated LIVE_TRACKS.md with full-scan coverage numbers and
live-shader-todo.md with blocked-track categorization.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Fix LiveTimelineBgColor2Data.keys type (BgColor1DataList → BgColor2DataList)
- Add AlterUpdate_BgColor2 call and implementation in LiveTimelineControl
- Subscribe OnUpdateBgColor2 in Director with ambient color handler
- Extract all anonymous delegates in Director to named OnXxxUpdate methods
- Add LIVE_TRACKS.md: full track reference table (IDs 0–102)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Stage light objects have no Unity Light components — they are
self-illuminated meshes. All three handlers now write to MeshRenderer
material properties instead.
BlinkLight: GetComponentsInChildren<Renderer> → _Color + _ColorPower.
pattern==0 uses per-renderer color0Array/powerArray; blink cycle
multiplies col * intensity into _Color.
Spotlight3d: adds _Color + _ColorPower writes after transform update.
color/colorPower fields were previously unused.
WashLight: sets _ProjectorColorPower from CameraProjectionColorPower
on projector materials. _ProjectorMulColor0 left at material default
(no color field in keyData).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Volume, VolumeProfile, TextureCurve are in Unity.RenderPipelines.Core.Runtime,
not in the URP Runtime assembly. asmdef references are non-transitive so
both assemblies must be listed explicitly.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Required for UnityEngine.Rendering.Universal namespace used
in Director.cs post-processing handlers.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Three new URP Volume Override tracks (Path A):
ChromaticAberration (73): power → intensity, isEnable toggles effect.
Per-channel redOffset/greenOffset/blueOffset not expressible in URP built-in CA.
HdrBloom (38): bloomIntensity → Bloom.intensity, threshold → Bloom.threshold.
Fields unconfirmed (no bundle data in 30-song scan).
ColorCorrection (61): saturation (game 1.0=neutral) → ColorAdjustments.saturation
(URP range -100..100). redCurve/greenCurve/blueCurve → ColorCurves via TextureCurve.
Depth curves and selective color have no URP equivalent.
Director.InitializeTimeline() acquires or creates a Volume on Camera.main and
adds the required overrides programmatically.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
BlinkLight (pattern != 0): was always on; now computes intensity each
frame from turnOnTime/keepTime/turnOffTime/intervalTime/waitTime/
loopCount/powerMin/powerMax — supports fade-in, hold, fade-out, interval
cycle. pattern == 0 retains the original static per-light path.
ParticleGroup: was driving emission from FlickerLightRate only;
now uses MinMaxCurve(FlickerDarkRate, FlickerLightRate) so Unity
randomly samples between the two rates each emission event.
Also adds TODO comments on WashLight, Laser, UVScrollLight incomplete
fields, updates CLAUDE.md track table and live-shader-todo.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- LiveTimelineEffectData.cs: new data class with full field set
(color, offset, owner, occurrenceSpot, IsLinkOwner*, etc.)
derived from actual cutt asset bundle TypeTree dump
- LiveTimelineWorkSheet: add effectList field
- LiveTimelineControl: add OnUpdateEffect event and AlterUpdate_EffectControl
- Director: add OnEffectUpdate handler and ApplyEffectTransform helper
loads prefab from 3d/effect/live/pfb_{name}, instantiates per key frame
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* update BillboardBuilder
* add a new enum value
* Add the EnableRootMotion option to support scenarios where the character is not within the camera view
* Add support for exporting prop
* update
* compatible with the new version 2
* update
---------
Co-authored-by: 左右看 <1918891542@qq.com>
* Bug fix, improved UI layout and live vocals
* Bug Fixes, New Live Compatibility
* Android build support
* Update build.yml
* Fix issues with the new version of the game
* bug fix
* add config button
* Improve performance
* Sync fork
* bug fix, new uma compatibility
* Add /UserSettings to gitignore
* bug fix, add live characher shader control
* fix compilation errors
* fix compilation errors 2
* fix the live lighting calculation logic
* bug fix, add editor layout settings to gitignore
* bug fix, add editor layout settings to gitignore
* Add time scale keys for live
* live camera bug fix
* add live stage control, optimize live performance
* fix build error
* add uma head custom
* Add tiptoes rotation for VMD export
* Add a save path prompt when exporting VMD files.
* Remove the debug code for body dragging.
* Remove unused physics components to improve performance.
* Fix incorrect VMD exports for loop animations
Fix VMD motion errors during repeated recordings
Fix ghost bone persistence after multiple recordings
* Revert "Remove unused physics components to improve performance."
This reverts commit 7a1ae7f7d13d05380f9215b653d1c6719303a458.
* Reapply "Remove unused physics components to improve performance."
This reverts commit fe4c05f6942198864ca06e25f17a11440961040d.
* fix https://github.com/katboi01/UmaViewer/issues/95
* live timescale bug fix
* bug fix for skin and tail textures in live
* bug fix for skin and tail textures in live (2)
* fix https://github.com/katboi01/UmaViewer/issues/108
* message ui bug fix
* Bug fix, improved UI layout and live vocals
* Bug Fixes, New Live Compatibility
* Android build support
* Update build.yml
* Update build.yml
* Update build.yml
* Update build.yml
* Update build.yml
* Update build.yml
* Fix issues with the new version of the game
* bug fix
* add config button
* Improve performance
* Sync fork
* bug fix, new uma compatibility
* Add /UserSettings to gitignore
* bug fix, add live characher shader control
* fix compilation errors
* fix compilation errors 2
* fix the live lighting calculation logic
* bug fix, add editor layout settings to gitignore
* bug fix, add editor layout settings to gitignore
* Add time scale keys for live
* live camera bug fix
* add live stage control, optimize live performance
* fix build error
* add uma head custom
* Improved UI layout and live vocals
* New Live Compatibility
* Android build support
* Update build.yml
* Fix issues with the new version of the game
* add config button
* Improve performance
* bug fix, new uma compatibility
---------
Co-authored-by: CroakFang <1605296300@qq.com>