Files
eagle0/docs/URP_VISUAL_BASELINE_CHECKLIST.md

3.5 KiB

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.