# URP Visual Baseline Checklist

Use this checklist before any future branch changes render-pipeline settings, custom
shaders, materials, lighting, camera layering, or render order. The URP migration is
complete; this checklist is now a maintenance tool. The goal is not exhaustive
gameplay QA, but a stable set of visual states that can be compared by eye after
rendering changes.

Save screenshots under:

`src/main/csharp/net/eagle0/clients/unity/eagle0/Temp/urp-baselines/`

That directory is ignored by git.

Use `Eagle0 > Rendering > Capture URP Baseline Screenshot` in the Unity editor to
write a timestamped Game view capture to that directory.

## Capture Setup

- Use the same Unity version as the branch under test.
- Start from `Assets/Scenes/Main.unity`.
- Use the same Game view resolution for every capture in a comparison set.
- Capture the full Game view, not cropped panels.
- Name files with a stable prefix and short state name, for example
  `main_01_connection_accounts.png` and `branch_01_connection_accounts.png`.
- If a view depends on server data or an account, write a short note next to the
  screenshot naming the game/account/state used.

## Required Captures

| ID | Area | State | Must Verify |
|---|---|---|---|
| 01 | Connection | Connect panel with stored accounts visible | Background color, panel layout, text contrast, profession icons |
| 02 | Connection | Running games list visible | Row icons, timestamps, buttons, selected/hover states if practical |
| 03 | Eagle map | Normal province map after joining a game | Province colors, borders, ocean animation frame, faction highlights |
| 04 | Eagle map | Province hovered/selected | On-map province tooltip, selected outline, side-panel readability |
| 05 | Eagle weather | Drought province | Heat shimmer/drought signal remains visible and does not obscure UI |
| 06 | Eagle weather | Flood/rain or blizzard province | Weather overlay color, particle ordering, map readability |
| 07 | Eagle beasts | Beast effect on map | Beast animation visible in Game view and positioned over province |
| 08 | Eagle beasts | Beast notification open | Animated beast visible in notification and not hidden behind panel art |
| 09 | Eagle UI | Command panel with generated text | Text glyphs, fallback glyphs, panel clipping, button states |
| 10 | Eagle UI | Settings panel open | Top-right settings button, Escape behavior, modal layering |
| 11 | Shardok setup | Initial placement | Terrain tiles, grid lines, unit labels/icons, placement overlays |
| 12 | Shardok battle | Unit selected with destination overlays | Overlay labels/icons draw above terrain, bridges, fires, and highlights |
| 13 | Shardok battle | Bridge and fire visible near units | Bridge/fire render order does not cover unit labels/icons |
| 14 | Shardok battle | Command buttons visible | Right-side UX, disabled/enabled button states, tooltip readability |
| 15 | Scene transition | Eagle to Shardok to Eagle | No black/blank frame persists, returning Eagle map is visually intact |

## Acceptance Notes

For each rendering follow-up, record:

- Unity version and branch name.
- Screenshot directory.
- Any pink/missing materials.
- Any invisible UI, labels, particle effects, bridges, fires, or weather effects.
- Any render-order differences, especially Shardok overlays and Eagle beast effects.
- Whether the difference is acceptable, needs shader work, or needs asset/material work.

Do not merge a rendering branch until the affected Connection, Eagle, Shardok, or
Settings baseline captures are visually acceptable.
