Aetheria/Assets/Shaders/Compute/ShieldField/ShieldSim.compute.meta

7 lines
161 B
Text
Raw Normal View History

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
fileFormatVersion: 2
guid: 1d17c100121b5ba47af9c75de451a2f1
ComputeShaderImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: