F1: soft-fade biome color blending (BLEND_BAND_METERS, geometry untouched)
Vertex colour is now chosen from the true, unrounded surface height and faded between adjacent materials across a tunable band, instead of switching at one rounded integer depth. This removes the horizontal contour banding. Colour path only: density field, Marching Cubes interpolation/welding, chunk dimensions, the .dat contract and all road logic are untouched. BlockID classification is unchanged and still drives non-visual use. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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6 changed files with 185 additions and 9 deletions
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@ -8,8 +8,12 @@ namespace IslaApocalypse.Client
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{
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public void RenderChunk(ChunkData data)
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{
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// 1. Pass the BlockIDs array to the generator!
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Mesh = MarchingCubes.GenerateMesh(data.Densities, data.BlockIDs, Constants.ISO_LEVEL, Constants.VOXEL_SCALE);
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// 1. Pass the BlockIDs array to the generator, plus the per-column
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// surface/biome/road data it needs to fade colours smoothly.
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Mesh = MarchingCubes.GenerateMesh(
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data.Densities, data.BlockIDs,
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data.SurfaceHeights, data.ColumnBiomes, data.ColumnIsRoad,
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Constants.ISO_LEVEL, Constants.VOXEL_SCALE);
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StandardMaterial3D mat = new StandardMaterial3D();
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