Adopt the realism pass and refresh screenshots/docs
Full build / Import + headless tests (push) Successful in 34s
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- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
  pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
  concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
  add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
  11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
  blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model

Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
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# TODO
## Visual alignment with rendered mockups
### Align in-game visuals
- [x] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
- [x] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints).
- [x] Align the pause, settings, and shift-review panels to their mockups.
- [x] Align the radio and wand panels to their mockups.
- [x] Align the body-camera timeline to its mockup.
- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue` (blocked: the active realism pass is editing `materials.gd`/`world_builder.gd` and the captures; see `MEMORY.md`).
- [x] Fix the body-camera REC/clock overlay overlapping the shift/rep/crowd status in the top-right HUD.
## Realism follow-ups (v0.6.1 candidates)
- [ ] Fixed ground exposure for the entrance view: it is still ~20 % brighter than the concept.
Either put the entrance in the building's shadow (sun yaw/elevation) or add a slight
per-view exposure so the shaded sidewalk reads mid-grey.
- [ ] Make the flashlight read in the dark: the `06-night-flashlight` concept shows a visible
- [x] Fixed ground exposure for the entrance view: the morning sun now sits at 34° elevation
instead of 50°, so the facade shades the near sidewalk and props cast long shadows. Ground
luminance went 95 → **83** against the concept's 78 (it was 173 before the realism pass),
with the boulevard at 82 and the street at 81.
- [-] Make the flashlight read in the dark: the `06-night-flashlight` concept shows a visible
beam, but a Compatibility spot light only brightens the near wall. A cheap fake cone (an
additive mesh or a light-shaft quad) would sell it, and the night mockup expects it.
- [ ] NPC skin/clothing still reads as low-poly next to the concepts (judge `characters` ≈ 0–1).