Artur Mukhamadiev c51e6d1369 feat(models) added models/textures and Agents related stuff
: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
2026-06-22 16:57:48 +03:00

3.8 KiB
Raw Blame History

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/ and archive.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 0.51.0 0.51.0 n/a 0.30.7 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 0.250.35
Mucosa too dry _Smoothness too low Raise to 0.40.5
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 > 0 on tissue or cavity wall.
  • Never set Emission > 0 on 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)