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feat(coinfall): one look, every surface textured and on the ps1 shader The hall was atlas-textured PS1 and the machines were flat untextured PBR, which is two different games in one frame: the PBR surfaces were lit by scene lights the PS1 shader does not use, and never dithered, snapped or fogged with anything around them. - Nine seamless surface textures generated: cabinet paint, playfield deck, brass, steel, bone, membrane, chrome, a lit marquee panel and a phosphor display. - All eleven machine materials rebound to ps1 with a texture, the hall's lighting and fog parameters, and a uv_tile suited to the part they cover. - Every one added to the material drive list. A material left off it is a surface that never rots, never dims into the fog, and is not lit by the machine the player is standing at.
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