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Require Fireworks particle shader reference (#7206)
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@@ -58,7 +58,7 @@ Windows Unity build after merge.
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| `Assets/Eagle/Shaders/ProvinceWeatherMapShader.shader` | `Assets/Eagle/Materials/ProvinceWeatherMapMaterial.mat` | Converted with weather lookup, overlay alignment, clipping, and initialized effect/tint values. |
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| `Assets/Eagle/Shaders/ProvinceWeatherShader.shader` | `Assets/Eagle/Weather/BlizzardEffect.mat`, `Assets/Eagle/Weather/DroughtEffect.mat`, `Assets/Eagle/Weather/FloodEffect.mat` | Converted for the live drought/flood/blizzard material path. |
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| `Assets/Eagle/Shaders/ProvinceParticleShader.shader` | `Assets/Eagle/Effects/ProvinceParticleMaterial.mat` | Converted for Eagle map province particles. Weather effect prefabs serialize the shared particle material instead of relying on shader-name fallback. |
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| `Assets/Eagle/Shaders/ClipRectParticleUnlit.shader` | `Assets/Eagle/Effects/Fireworks.prefab`, `Assets/Eagle/Effects/ParticleAlphaBlendMaterial.mat`, `Assets/Eagle/Effects/ParticleStandardUnlitMaterial.mat` | Converted for Eagle one-shot effects and clipped particle UI paths; Fireworks fallback is URP-first if prefab shader wiring regresses. |
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| `Assets/Eagle/Shaders/ClipRectParticleUnlit.shader` | `Assets/Eagle/Effects/Fireworks.prefab`, `Assets/Eagle/Effects/ParticleAlphaBlendMaterial.mat`, `Assets/Eagle/Effects/ParticleStandardUnlitMaterial.mat` | Converted for Eagle one-shot effects and clipped particle UI paths; Fireworks serializes this shader instead of using shader-name fallback. |
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| `Assets/Eagle/maskShader.shader` | Formerly `Assets/Eagle/Materials/map_color_nolabels.mat`, `Assets/Eagle/Materials/map_color_whitened.mat` | Deleted after confirming the serialized material path was stale. |
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| `Assets/Hex Mesh Shader.shader` | None | Deleted after confirming no serialized or code references to the asset, shader name, or GUID. |
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| `Assets/Shardok/ShardokFireOverlay.shader` | `Assets/Shardok/ShardokFireOverlay.mat` | Converted with the Shardok fire overlay layering path preserved. |
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@@ -79,8 +79,8 @@ Windows Unity build after merge.
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reintroduce the scanned Built-in-only patterns.
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- `BeastMaterialCompatibilityTests` keeps runtime third-party beast material
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conversion covered.
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- `FireworksEffectTests` keeps the fireworks missing-inspector-shader fallback
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URP-first.
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- `FireworksEffectTests` keeps the fireworks prefab wired to the project-owned
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clipped particle shader and prevents shader-name fallback from returning.
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## Highest Priority: Referenced Project-Owned Shader Debt
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