Sample cards use their original artwork, type, stats and rarity. Premium pack cue previews the recovered animated-card omen. No pack is purchased or consumed.
About this recreation
The starting ceiling ray now retains its looping shafts during the approach, with corrected shader normals, bloom sampling and a Unity ACES color path. Its exposure and gold balance are still calibrated against the recording. Use Inspect starting ray to hold that shot. The camera path, camera curves, 2.67-second ready signal, lid animation, card delays and card target positions now come from the game assets. The box waits for your click. The sample draw’s highest rarity selects its default effect family. Overhead rays can also be selected independently, matching the separate selectors in the game’s debug data. Alternate lgS and ex are original asset variants whose draw rules remain unconfirmed. The approach option compares earlier activation; it is not a confirmed game trigger. The room uses original half-float directional lightmaps, packed normal maps and material colors, with reveal motion refined against your recording. Standard retains the earlier bloom appearance. Room pass order is an opt-in preview that places room post-processing before particle bloom, following the compiled renderer. It still overstates some glow and is not a verified visual match. The old v28 experiment remains for comparison. Final brightness and reveal size remain unverified. Effect detail applies the recovered particle quality lists; High includes additional layers that Medium and Low disable. The premium checkbox layers the original premier effect over the selected rarity. Its particle curves and 30-second shader animation are recovered; its single-pack activation now follows the verified time-zero timeline signal; the game’s premium selection rules remain unconfirmed. It does not animate the sample artwork. Room probe reflections, some particle features and metallic shaders remain browser approximations; audio and some Unity shader features are not yet reproduced. Waiting cards use the recovered float and tilt curves. Rare reveals now include calibrated camera impacts from the original noise profile. Card faces use the original 3D frame meshes and artwork UVs. Cost, attack and health now use glyphs recovered from the game font. Original silver, gold and legendary glow effects continue around revealed cards. Metallic lighting and particle rendering remain browser approximations.