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Player: actor silhouette through occluders (BG2-style) — owner-requested occlusion readability #1502

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@100yenadmin

Owner playtest #4 (2026-07-11): walking behind the pillar works (W6.1 occluders) and was called out as 'pretty neat', with the follow-up ask: make the obstruction partially transparent, as CRPGs do.

Painted plates cannot literally fade (the pillar is pixels inside one backdrop image). The canonical equivalent for pre-rendered backgrounds is the ACTOR SILHOUETTE: render a second pass of the actor with a flat tint (classic BG1/2 green outline; PoE2 uses similar), drawn only where the actor is occluded.

Proposed implementation (orchestrator design note):

  • Occluder proxies (W6.1 RebuildOccluders) already write depth/stencil where painted props occlude.
  • Add a per-actor silhouette pass: same mesh, flat-color unlit shader, ZTest Greater (or stencil-ref vs the occluder mask), rendered after the backdrop+occluders. Tint by faction (party parchment/blue, foe red), ~40-60% alpha.
  • Toggleable (default ON in play); zero effect on beauty captures with no actor occluded.
  • Acceptance: actor fully behind the crypt pillar shows a readable silhouette; no silhouette bleed when not occluded; combat rings unaffected.

Complements, not replaces, the occluder illusion. Queue after the PLAYER-ALIGNMENT P0 lane merges (same file region: CombatSurfaceClient/actor spawn path).

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