OpacityAt is already saturated to 0..1 by the sim, so a 0.3 vent reads thinner than a full
cloud and nothing above full draws thinner. Builds (Unity compile run after).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ZoneRenderer loads and subscribes Zone.Clouds like mines and destroys a bank on removal; VapourCloudInstance
places a Fog Patch brush at DrawAhead.Position(cloud.Body, Lead) and thins its _Depth with OpacityAt. The prefab
and scene wiring follow in the next commit; this one compiles but CloudPrefab is unassigned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>