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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>