# 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.