Upgrade Ground Zero vegetation assets

This commit is contained in:
2026-05-21 15:43:14 +00:00
parent 98ab61a7a4
commit dd3d247539
20 changed files with 341 additions and 41 deletions
@@ -9,8 +9,11 @@ space.
- Terrain receives a procedural coastal scrub terrain material that blends
dry soil, scrub green, and sandy path color families with broad and fine
noise so Ground Zero does not read as flat tan placeholder ground.
- Foliage patch instances keep the current prototype meshes but use distinct
tree, shrub, and dry grass materials.
- Foliage patch instances use native low-poly coastal scrub vegetation meshes
under `/Game/Agrarian/Environment/Vegetation`: a coastal oak proxy, coyote
brush proxy, and dry grass clump proxy. The foliage materials include
per-instance color variation so repeated instances do not read as copied
engine primitives.
- Wood, fiber, stone, and freshwater actors receive distinct first-pass
materials.
- Investor-facing asset variation actors add additional tree canopies/trunks,
@@ -50,7 +53,10 @@ space.
`Scripts/verify_ground_zero_natural_environment_pass.py` checks that the
materials exist, the landscape uses the terrain material, the foliage actor has
the expected investor-facing instance counts and material assignments, and
resource/water actors are visually dressed. It also checks that the terrain
resource/water actors are visually dressed. It also checks that foliage no
longer points at `/Engine/BasicShapes` or template meshes, that the three
coastal-scrub vegetation assets are assigned, and that tree, shrub, and grass
components have explicit cull distances for performance. It also checks that the terrain
material contains procedural color breakup rather than a flat constant color:
noise, blend, and coastal-scrub color-vector expression families must be present
in the saved material package. It also checks the asset variation