ShaderEffect refactor: construct from a shader path with an indexer uniform bag.
Uniforms accept per-frame functions and a built-in clock:
Hud.Overlay() - full-screen HUD root column layout, pointer-through (does not swallow game input)
Hud.Fill() - absolute layer, pointer-through; the standard Hud for shader effects
Hud.Scrim(color) - edge-pinned tinted backdrop for modals. PointerEvents left to the caller so it can toggle on open/close
Hud.Wallpaper(texture, path) - background image layer by texture or by path
Hud.Anchored(anchor, content, padding) - pins content to a screen corner or edge center, pointer-through
Hud.Spacer() - flex-grow gap that pushes siblings apart
Hud.Divider(color) - 1px full-width horizontal rule. low-alpha white by default.
Controls.Button(...) ready-made button and Children.AddIf(condition, child)
Container.Disabled forces pointer-off and dims, per node, applied after state variants.
Container.SwallowClick stops a click from bubbling
PointerDrag frame-polled move/resize helper, UI-scale correct via Current(panel)
PaddingX/Y
MarginX/Y
BorderTopRadius
BorderBottomRadius
BorderLeftRadius
BorderRightRadius
All 9 animation dampers gain Tick(dt).
KeyTracker.Pressed(name) rising-edge query.
Text.Style takes a TextStyle bundle for one-shot font blocks.
Cell.Mount<TCell>(key, seed, configure): seed runs once at first mount, configure every rebuild.
Image gains a positioning subset and defaults BackgroundRepeat to NoRepeat, stopping ObjectFit.Contain tiling
ShaderEffect materials are created on the main thread (fixes a render-thread crash)
Disabled styling is applied after state variants so it wins over hover/active.
Theme motion tokens (MotionFast/Base/Slow) are ints, removed casts.