The fret wires were static scenery: gold inside the anchor lane, grey
outside, and nothing tied them to what the player was actually doing.
Give them a job. Widen the lane/neck contrast so the wires around the
active lane read as a focus cue, and flash the wires bracketing a note
when a scorer confirms it. A fretted note lights the wire behind it and
the wire it is pressed against; a chord lights only the outermost wires
of its shape, so it reads as one bracketed block rather than a picket
fence; an open string has no fret of its own and its gem is drawn as a
slab spanning the lane, so it lights the lane's edge wires instead.
Gated on the provider verdict, never the proximity heuristic -- the
latter only means "near the strike line", so it would flash on every
passing note whether or not it was played. With no scorer attached the
neck behaves exactly as before.
Emissive (and emissiveIntensity) carry the flash, not albedo: these are
MeshStandard materials in a scene with no envMap, so raising albedo
alone barely brightens them.
Every value is a named constant -- see FRET_WIRE_* -- because the look
is a taste call that wants tuning by eye, not a derivation.
Signed-off-by: Kris Anderson <topkoa@gmail.com>