build: baked lighting pass on kit_demo test map
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room with walls, floor tiles, pillar, beam, doorway, window - Added WorldEnvironment with ProceduralSky for ambient lighting - Added DirectionalLight3D (sun key light, 45° angle, shadows enabled) - Added OmniLight3D (warm interior fill light) - Added ReflectionProbe for interior specular reflections (box projection, room-sized extents) - Added LightmapGI with balanced quality settings (bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true) - Added tool script (kit_demo.gd) that prints bake status in editor - Added bake_lighting.gd CLI bake script (requires GPU-enabled instance) - Updated project.godot with reflection atlas and shadow map quality settings Headless baking note: Godot's standard editor build requires a GPU/display for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake Lightmap' on the LightmapGI node to generate the baked lightmap data.
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[gd_resource type="StandardMaterial3D" load_steps=5 format=3]
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[ext_resource type="Texture2D" path="res://assets/textures/floor_tile_01/basecolor.png" id="1"]
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[ext_resource type="Texture2D" path="res://assets/textures/floor_tile_01/normal.png" id="2"]
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[ext_resource type="Texture2D" path="res://assets/textures/floor_tile_01/roughness.png" id="3"]
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[ext_resource type="Texture2D" path="res://assets/textures/floor_tile_01/metallic.png" id="4"]
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[resource]
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albedo_texture = ExtResource("1")
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normal_enabled = true
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normal_texture = ExtResource("2")
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normal_scale = 1.0
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roughness = 0.6
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roughness_texture = ExtResource("3")
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metallic = 0.0
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metallic_texture = ExtResource("4")
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texture_filter = 1
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uv1_scale = Vector3(2.0, 2.0, 1.0)
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