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62 lines
3.5 KiB
Markdown
62 lines
3.5 KiB
Markdown
# URP Visual Baseline Checklist
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Use this checklist before any future branch changes render-pipeline settings, custom
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shaders, materials, lighting, camera layering, or render order. The URP migration is
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complete; this checklist is now a maintenance tool. The goal is not exhaustive
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gameplay QA, but a stable set of visual states that can be compared by eye after
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rendering changes.
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Save screenshots under:
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`src/main/csharp/net/eagle0/clients/unity/eagle0/Temp/urp-baselines/`
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That directory is ignored by git.
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Use `Eagle0 > Rendering > Capture URP Baseline Screenshot` in the Unity editor to
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write a timestamped Game view capture to that directory.
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## Capture Setup
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- Use the same Unity version as the branch under test.
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- Start from `Assets/Scenes/Main.unity`.
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- Use the same Game view resolution for every capture in a comparison set.
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- Capture the full Game view, not cropped panels.
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- Name files with a stable prefix and short state name, for example
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`main_01_connection_accounts.png` and `branch_01_connection_accounts.png`.
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- If a view depends on server data or an account, write a short note next to the
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screenshot naming the game/account/state used.
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## Required Captures
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| ID | Area | State | Must Verify |
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|---|---|---|---|
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| 01 | Connection | Connect panel with stored accounts visible | Background color, panel layout, text contrast, profession icons |
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| 02 | Connection | Running games list visible | Row icons, timestamps, buttons, selected/hover states if practical |
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| 03 | Eagle map | Normal province map after joining a game | Province colors, borders, ocean animation frame, faction highlights |
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| 04 | Eagle map | Province hovered/selected | On-map province tooltip, selected outline, side-panel readability |
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| 05 | Eagle weather | Drought province | Heat shimmer/drought signal remains visible and does not obscure UI |
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| 06 | Eagle weather | Flood/rain or blizzard province | Weather overlay color, particle ordering, map readability |
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| 07 | Eagle beasts | Beast effect on map | Beast animation visible in Game view and positioned over province |
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| 08 | Eagle beasts | Beast notification open | Animated beast visible in notification and not hidden behind panel art |
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| 09 | Eagle UI | Command panel with generated text | Text glyphs, fallback glyphs, panel clipping, button states |
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| 10 | Eagle UI | Settings panel open | Top-right settings button, Escape behavior, modal layering |
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| 11 | Shardok setup | Initial placement | Terrain tiles, grid lines, unit labels/icons, placement overlays |
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| 12 | Shardok battle | Unit selected with destination overlays | Overlay labels/icons draw above terrain, bridges, fires, and highlights |
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| 13 | Shardok battle | Bridge and fire visible near units | Bridge/fire render order does not cover unit labels/icons |
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| 14 | Shardok battle | Command buttons visible | Right-side UX, disabled/enabled button states, tooltip readability |
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| 15 | Scene transition | Eagle to Shardok to Eagle | No black/blank frame persists, returning Eagle map is visually intact |
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## Acceptance Notes
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For each rendering follow-up, record:
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- Unity version and branch name.
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- Screenshot directory.
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- Any pink/missing materials.
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- Any invisible UI, labels, particle effects, bridges, fires, or weather effects.
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- Any render-order differences, especially Shardok overlays and Eagle beast effects.
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- Whether the difference is acceptable, needs shader work, or needs asset/material work.
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Do not merge a rendering branch until the affected Connection, Eagle, Shardok, or
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Settings baseline captures are visually acceptable.
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