Correcting the previous commit, which said this was unfixed. It is fixed, and I had the wrong knob: raising the mudstone tint's magnitude from 0.14 to 0.38 made the face LIGHTER rather than REDDER and it came out pale tan. The shader's own DEBUG_ALB view measured red:blue at 1.56 on the peak where maroon mudstone wants nearer 4, which says plainly that what needed moving was green and blue DOWN, not red up. The built-in DEBUG_MAT view is what settled it, and I should have reached for it an hour earlier instead of inventing my own: it shows the Bells as pure red, rockW = 1, so the face is rock and always was. That also explains why painting the snow albedo bright red changed nothing and I wrongly read that as "this surface is not drawn by this shader" - there is no snow on those faces to paint. The far tier's fallback moves with it, so the cheap tier keeps the near tier's mean. Backends agree to 0.60/255. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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