:Release Notes: - Agents files for opencode and claude - Skills for opencode and claude - 3d models with medical organs - Some textures :Detailed Notes: - :Testing Performed: - :QA Notes: - Looks like shit :) :Issues Addressed: TG-1
3.8 KiB
3.8 KiB
PBR Materials for Tissue (project-scoped)
Constrains material work to a small, deliberate set of tissue-like PBR patterns. The material inventory is fixed; the goal is to tune them, not multiply them.
When to use
Load before creating, editing, duplicating, or assigning any .mat under Assets/Materials/LaparoscopicBenchmark/, or diagnosing "plastic-looking tissue", "mucosa too dry", "specular too harsh", or "normal map stretched" reports.
Material inventory (do not duplicate blindly)
| Material | Purpose | Tunable axes |
|---|---|---|
Tissue_Default.mat |
"Clean" tissue reference | roughness, normal scale, albedo tint, AO |
Tissue_Wet.mat |
Wet specular variant for Scenario_02 | higher specular tint, lower roughness, slight clearcoat |
Tissue_LowTexture.mat |
Low-texture variant for Scenario_03 | uniform albedo, minimal normal, low contrast |
CavityWall.mat |
Moist wall of the cavity | roughness, normal scale, subsurface tint, specular tint |
InstrumentProxy.mat |
Instrument placeholder | metalness 1.0, low roughness, neutral albedo |
New variants: add to Assets/Materials/LaparoscopicBenchmark/ with name ending in scenario tag, e.g., Tissue_Wet_S04.mat. Do not rename the five canonical materials.
Available textures
Assets/Textures/LaparoscopicBenchmark/TissueMucosa.png— canonical mucosa base map.- sRGB: on. Alpha Source: None. Max Size: 1024 (or 2048 for hero work). Compression: BC7/ASTC.
Assets/Models/FabOrgans/StylizedDigestiveSystem_{Diffuse,Normal,Roughness}.png— stylized organ set.Assets/Models/organs/textures/andarchive.fbm/— do not move (FBX references by relative path).
URP/Lit PBR defaults for tissue
- Shader:
Universal Render Pipeline/Lit(metallic workflow, opaque surface). - Render Face: Front. Double Sided: off (except cavity wall when viewed from inside).
| Property | Tissue_Default | Tissue_Wet | Tissue_LowTexture | CavityWall | InstrumentProxy |
|---|---|---|---|---|---|
| Base color | warm pink-red ~#B66A6A |
warm pink-red | uniform pink-red | deep red ~#7A2A2A |
neutral metal ~#C8C8C8 |
| Metallic | 0.0 | 0.0 | 0.0 | 0.0 | 1.0 |
| Smoothness | 0.35 | 0.55 | 0.20 | 0.40 | 0.85 |
| Normal Map | TissueMucosa normal | same | none / flat | cavity bump at low scale | none / flat |
| Normal Scale | 0.5–1.0 | 0.5–1.0 | n/a | 0.3–0.7 | n/a |
| Emission | off | off | off | off | off |
These are starting points, not finals. Confirm by screenshot.
Diagnosis guide
| Symptom | Likely cause | Fix |
|---|---|---|
| Tissue looks plastic | _Smoothness too high |
Lower to 0.25–0.35 |
| Mucosa too dry | _Smoothness too low |
Raise to 0.4–0.5 |
| Specular too harsh | _Metallic > 0 on tissue |
Set _Metallic to 0 |
| Normal map stretched | UV scale mismatch | Adjust material tiling, not mesh scale |
| Tissue reads as emissive | Emission on | Set Emission to black |
Hard limits
- Never set
Metallic > 0on tissue or cavity wall. - Never set
Emission > 0on tissue. - Never use
Standard(Built-in) shader. - Never use procedural textures without explicit approval.
- Never rename the five canonical materials.
- Never create a material with a clinical term in the name.
Common MCP calls
# Read a material
mcp__UnityMCP__manage_material(action="get_material_info", material_path="Assets/Materials/LaparoscopicBenchmark/Tissue_Default.mat")
# Set a property
mcp__UnityMCP__manage_material(action="set_material_shader_property", material_path="...", property="_Smoothness", value=0.42)
# Set a colour
mcp__UnityMCP__manage_material(action="set_material_color", material_path="...", property="_BaseColor", color=[0.71, 0.42, 0.42, 1.0])
# Assign to renderer
mcp__UnityMCP__manage_material(action="assign_material_to_renderer", material_path="...", target="...", search_method="by_name", slot=0)