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feat(keys_highway_3d): anti-plastic materials, studio env, themes, gradient sky, cinematic + glow (K3) (#711)
- Note gems -> MeshPhysicalMaterial: clearcoat 1.0/0.18, roughness 0.32, envMapIntensity 0.9 — lacquered glass, not plastic (the explicit ask) - _makeStudioEnv (PORTED drum_highway_3d): PMREM studio -> scene.environment; black keys 0.22 roughness / 1.3 envInt (glossy piano black), whites 0.42/0.55 ivory, floor 0.55/0.15/0.4 stage sheen - Vertical-gradient background (light horizon -> theme clear -> dark deck), sRGB-tagged for the composer path - BG_THEMES port (guitar ids/values; keys 'default' = original palette; themes drive gradient/fog/floor/rails, never the pitch-class colors); keys3dSetTheme + keys3d_bg_theme, live _applyTheme - Cinematic lighting toggle (0.55/1.3 on; stock 0.75/1.1 off); Glow slider across NOTE_EMISSIVE_BASE / consume-flash / key approach-glow - Env RT + gradient texture disposed in teardown - Tests: theme table parity + default preservation (28 total) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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@@ -37,6 +37,12 @@ tunes one of these, mirror the change here (and in `drum_highway_3d`):
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colors (green/cyan/amber) + the 40%-window classifier
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- `_ssActive()` — host splitscreen probe (minus the guitar's focus-API
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checks, which it needs for input routing and we don't)
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- `BG_THEMES` / `_bgThemeColors()` — the scene theme table (same ids/values
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as the guitar's, except `default` which is this plugin's original
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palette); one pick drives background gradient + floor + lane rails
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- `_makeStudioEnv()` — procedural PMREM studio environment (shared with
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drum_highway_3d; RoomEnvironment isn't vendored)
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- `_applyCinematic()` — ambient/key rebalance (values tuned per plugin)
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## License
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