Bloodloss desaturation overlay with species blood colors, configurable intensity ramp, and vision ZIndex ordering#4303
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…onfigurable intensity ramp, and vision ZIndex ordering
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About the PR
Replaces the hardcoded red-only bloodloss drunkenness effect with a fullscreen desaturation shader that preserves the species' actual blood color. The world fades to grayscale as you lose blood, but your species' blood color stays vivid on screen.
Why / Balance
Technical details
bloodloss.swsl: New uniformsbloodColor(vec3) andintensityPower(float). Converts both pixel and blood color to HSV, usesmin(|diff|, 360-|diff|)for circular hue distance within 15-degree tolerance. Appliespow(intensity, intensityPower)for the ramp curve.shaders.yml: AddedBloodlossshader prototype withintensityPower: 0.5default param.BloodlossOverlay.cs: AddedBloodColorfield (default#800000), passes it as vec3 to shader. SetZIndex = 5.BloodlossOverlaySystem.cs: AddedIPrototypeManagerdependency. Each frame looks upBloodstreamComponent.BloodReagent->ReagentPrototype.SubstanceColorto set the overlay's blood color.SharedBloodstreamSystem.cs: Commented out_drunkSystemcalls for bloodloss with Frontier markers. Stutter effect is preserved.How to test
intensityPowerinshaders.ymlto1.0(linear) or0.3(aggressive). Confirm the ramp changes accordingly.Media
Requirements
Breaking changes
None.
Changelog
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