Aetheria/Assets/Shaders/Compute/ShieldField/ShieldCommon.hlsl

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Land the six shield-panel sources, ported to built-in and compiling Cut 1 of docs/shield-panel-cut.md: land ShieldPanel.cs, ShieldPanel.shader, ShieldSim.compute, ShieldCommon.hlsl, TilingBuilder.cs and Tilings.cs under Assets/Shaders/Compute/ShieldField/, alongside Lightning/ and Slime/. Port (URP -> built-in, three substitutions per the map's §2.1 probe): - drop the UniversalPipeline SubShader tag, add IgnoreProjector - swap the URP Core.hlsl include for UnityCG.cginc - TransformWorldToHClip -> UnityWorldToClipPos (3 call sites) Drawing collapse (D2/D5): RenderParams has no shaderPass member in 6000.3.24f1, and a multi-pass material draws every SubShader pass from one indirect call regardless, so the three per-pass args buffers and draw calls collapse to one args buffer sized to the widest pass (Outline) and one Graphics.RenderPrimitivesIndirect call. Deleted: argsOutline, argsConduit, drawFill/drawOutline/drawConduits and their branches. Also deleted: ShieldPanelTester (the click harness the operator ruled against; it also can't run — activeInputHandler is New Input System only) and [ExecuteAlways] (incompatible with a pool per D13; Rebuild stays on the context menu). Defects fixed: - D1: TilingBuilder.cs's inner `dist` shadowed the outer one (CS0136); renamed to nbrDist. - D3: CellStatic was 15 floats against a declared Stride of 16; added pad2 on both the HLSL and C# sides. - D4: `centroid` is reserved in the compute compiler; renamed the ShieldCommon.hlsl field to `center` (kept the C# field name as-is; it's not reserved there and the two sides don't need matching names, only matching layout). - D6: fixed the comment on _BreakBudget — it's two elements (count + cap), not the "single element" the old comment claimed. - D12: the two-element uint[] Update() allocated every frame is now a cached field, cheaper still under a pool of many live panels. - D18 (R5 — operator ruling, not deferred to a follow-up): Penrose ignored panelRadius entirely — a fixed authored iteration count meant the tiling was just uniformly rescaled, not resampled, so cell count never grew with the panel. Every other tiling here uses cellSize to hold local cell size constant while radius extends coverage; Penrose now derives its iteration count the same way (each substitution divides edge length by phi, solved for the count that brings a unit edge to ~cellSize once scaled to radius). This retires the now-meaningless `penroseIterations` field and the `subdivisions` parameter it threaded through Tilings.Generate. - Also removed a dead `idx` counter in Tilings.Voronoi (D8's mention of dead code; the Vector2.zero sentinel ambiguity itself is unfixed, same as D7/D19 — Voronoi and TriHex stay recorded defects, not fixed, per R5). Not fixed here, per the map: D7 (Voronoi is unusably slow) and D19 (TriHex has zero dual edges) are recorded, not fixed. D9/D10 (fracture tuning) are Cut 5. D17 (growth gate blocks the spawning hit) and D20 (_PanelSpawnTime hardcoded to 0) are Cut 3. Repo-specific fix not in the map: Assets/Scripts/UI/ContextMenu.cs defines a global `ContextMenu` MonoBehaviour that shadows UnityEngine.ContextMenu, so `[ContextMenu("Rebuild")]` doesn't compile here (CS0616) even though it did in the map's throwaway probe project. Used the fully-qualified `[UnityEngine.ContextMenu(...)]` instead. Adds Assets/Scripts/Editor/ShieldPanelCut1Verify.cs, a batchmode probe (no NUnit path exists per the map's Q7 — Tests.asmdef can't see Assembly-CSharp): asserts zero shader/compute compile errors and that Penrose cell count actually scales with panelRadius (D18). Also adds tests/mutation_tests_shield_panel_cut1.py, which mutates the D18 fix, the D4 fix, and the shaderPass deletion in turn and asserts the probe goes red each time, restoring the source after each case (own file per the convention mutation_tests_addressables_cut.py established, so as not to touch item-provenance's or the addressables cut's harnesses). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:08:04 +02:00
#ifndef SHIELD_COMMON_INCLUDED
#define SHIELD_COMMON_INCLUDED
#define MAX_VERTS 8 // must match Limits.MaxVerts in TilingBuilder.cs
#define TAU 6.28318530718
#define PI 3.14159265359
// ---- fracture pattern ids (must match FracturePattern in ShieldPanel.cs)
#define PAT_RADIAL 0
#define PAT_STAR 1
#define PAT_LANCE 2
#define PAT_SPIRAL 3
#define PAT_CRYSTAL 4
#define PAT_FIZZLE 5
struct CellStatic
{
float2 center;
float radius;
float spawnDelay;
uint vertStart;
uint vertCount;
uint nbrStart;
uint nbrCount;
float toughness;
uint tileType;
uint splitSeed;
float area; // Laplacian denominator
float openW; // free-surface ghost weight (rim edges)
float pad0;
float pad1;
float pad2;
};
struct DualEdge
{
uint nbr;
float2 mid;
float2 dir;
float len;
float w; // finite-volume weight, len / |c_i - c_j|
};
struct CellState
{
float3 vel;
float spin;
float3 pos; // displacement from rest, panel space (z = out of plane)
float rot;
float damage; // 0..1 persistent
float breakTime; // <0 while intact
float glow; // transient crack emission
float growth; // 0..1 materialisation
float temper; // remaining surface compression — the "charge" that resists initiation
float released; // stored energy dumped at break; sets fragment fineness
float peakTension; // running max, for visualisation
float pad2;
};
// ------------------------------------------------------------------
// hashing
// ------------------------------------------------------------------
uint Hash(uint x)
{
x ^= x >> 16; x *= 0x7feb352du;
x ^= x >> 15; x *= 0x846ca68bu;
x ^= x >> 16; return x;
}
float Hash01(uint x) { return Hash(x) * (1.0 / 4294967296.0); }
float2 Hash2(uint x) { return float2(Hash01(x), Hash01(x ^ 0x68bc21ebu)); }
// ------------------------------------------------------------------
// shard partitioning
//
// A cell is drawn as a fan of vertCount triangles around its centroid.
// A shard is a contiguous run of those triangles. Split boundaries are
// derived from the cell seed, so every shader agrees without storage.
// ------------------------------------------------------------------
// Fragment count scales with the stored elastic energy released at the moment
// of breaking -- the same reason a highly tempered pane dices into gravel while
// an annealed one splits into a few big shards. `released` is 0 for a cell that
// is merely cracked and not yet broken, so the chords appear before separation.
uint ShardCount(uint seed, float damage, float released, uint vertCount,
float crackStart, uint maxShards)
{
if (damage <= crackStart) return 0;
float t = saturate(max(damage - crackStart, 0.0) / max(1.0 - crackStart, 1e-4));
t = saturate(t * 0.4 + released * 1.2);
uint hi = min(vertCount, maxShards);
if (hi < 2) return 0;
uint n = (uint)round(lerp(2.0, (float)hi, t * (0.55 + 0.45 * Hash01(seed))));
return clamp(n, 2u, hi);
}
// Returns the shard index for fan triangle `tri`; startTri receives the
// first triangle of that shard (used as the shard's motion reference).
uint ShardOf(uint seed, uint nSplits, uint vertCount, uint tri, out uint startTri)
{
uint count = 0, prevB = 0, maxB = 0;
[loop] for (uint k = 0; k < nSplits; k++)
{
uint b = Hash(seed ^ (k * 0x9E3779B9u + 0x2545F491u)) % max(vertCount, 1u);
maxB = max(maxB, b);
if (b <= tri) { count++; prevB = max(prevB, b); }
}
startTri = (count == 0) ? maxB : prevB;
return (count == 0) ? (nSplits - 1) : (count - 1);
}
// Is fan edge `ei` (the radial chord from centroid to vertex ei) a shard boundary?
bool IsChord(uint seed, uint nSplits, uint vertCount, uint ei)
{
[loop] for (uint k = 0; k < nSplits; k++)
if ((Hash(seed ^ (k * 0x9E3779B9u + 0x2545F491u)) % max(vertCount, 1u)) == ei) return true;
return false;
}
// ------------------------------------------------------------------
// easing
// ------------------------------------------------------------------
float EaseOutBack(float t)
{
float u = t - 1.0;
return 1.0 + 2.70158 * u * u * u + 1.70158 * u * u;
}
float EaseOutCubic(float t) { float u = 1.0 - t; return 1.0 - u * u * u; }
float2 Rot2(float2 p, float a)
{
float s = sin(a), c = cos(a);
return float2(p.x * c - p.y * s, p.x * s + p.y * c);
}
#endif