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Scenery 1/3: realistic asphalt, ground matched to panoramas, working haze - #12
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- Asphalt: the photo had ~1% albedo (mean 34/255, near black); rebrightened in linear space to a real ~8-10% and desaturated. New `roadSurface` shader adds large-scale patches, polished wheel tracks per lane, oil strip and dust at the kerbs. Road paint / start line rebaked from the new asphalt (wear thresholds normalized to the old brightness). - Ground: colour pulled toward the ground band just below the panorama horizon, so the 3D ground fades into the photo without a colour seam. City ground is a pavement (ambientCG PavingStones128, CC0) instead of dry grass. - Haze: post-process fog never worked — RealityKit hands the post effect an empty depth texture (z = 0 everywhere, checked with an extreme-fog canary and a depth view, also without MSAA). Fog now lives in the scenery shaders (ground, road, and every opaque PBR material via `hazeSurface`), per-region density/range; post-process fog is off so it cannot double up on a device. `-haze d,s` / `-noHaze` for tuning (Debug/Family). - tools/prep-textures.swift: AO multiply, linear gain with desaturation. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018YYRkMvxEa4GxWLW2SrVyF
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Replaces #7 (closed when its base branch was deleted after merging #6). Same branch, same content.
Changes
roadSurfaceshader adds what a 4 m tile cannot have: large-scale patches, polished wheel tracks in every lane, an oil strip, and dust near the kerbs. Road paint and start line were rebaked from the new asphalt (wear thresholds normalised to the old brightness).hazeSurface— with per-region density and range. Post-process fog is disabled so it cannot double up if a device ever provides depth.-haze d,s/-noHazefor tuning (Debug/Family). Photo impostors (trees, unlit) are not hazed yet.tools/prep-textures.swift— AO multiply, linear gain with desaturation.Tests
swift test: 55 tests, 0 failures; Debug / Family / Release builds succeeded-haze 0.99,20fogs buildings, walls and road completely (hazy materials in 47–51 models per track)-shotAt 150), 5 regions × race/side camera, before/after compared; garage floor unchanged🤖 Generated with Claude Code
https://claude.ai/code/session_018YYRkMvxEa4GxWLW2SrVyF