Merge gravity-fog-precision-and-jitter
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
commit
49e8ea58e1
13 changed files with 129 additions and 22 deletions
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@ -255,6 +255,19 @@ namespace Aetheria.EditorTools
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// menu's own brush objects (Boundary on layer 9, the Waves on layer 10) and are presentation by spec (follow-up
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// menu-grid-brushes), not a reader of the potential. This pins that: a ZoneRenderer in the menu would make its
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// cameras readers of the field, and they would have to cull layer 9 alone like ARPG's.
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static void CheckTestSceneWiring()
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{
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EditorSceneManager.OpenScene("Assets/Scenes/TestScene.unity", OpenSceneMode.Single);
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try
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{
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if (CheckPatchCameras("TestScene.unity") < 1) Fail("wiring", "no Fog Patch Displacement camera in TestScene.unity");
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}
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finally
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{
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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}
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}
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static void CheckMenuWiring()
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{
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var scene = EditorSceneManager.OpenScene("Assets/Scenes/Main Menu.unity", OpenSceneMode.Single);
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@ -272,6 +285,7 @@ namespace Aetheria.EditorTools
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Fail("wiring", $"Main Menu camera {camera.name} culls mask {camera.cullingMask}, not the menu brush layers 9 and 10");
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}
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if (seen != 1) Fail("wiring", $"{seen} Fog Surface Displacement cameras in Main Menu.unity, expected 1");
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if (CheckPatchCameras("Main Menu.unity") < 1) Fail("wiring", "no Fog Patch Displacement camera in Main Menu.unity");
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}
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finally
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{
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@ -279,6 +293,21 @@ namespace Aetheria.EditorTools
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}
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}
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// Every scene's Fog Patch Displacement camera: cloudDensity adds the R32 gravity height to the patch texture, so
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// a patch camera that culls the gravity layer counts the field twice. Returns how many it found in the open scene.
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static int CheckPatchCameras(string sceneName)
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{
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var found = 0;
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foreach (var camera in UnityEngine.Object.FindObjectsByType<Camera>(FindObjectsInactive.Include, FindObjectsSortMode.None))
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{
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if (camera.targetTexture == null || camera.targetTexture.name != "Fog Patch Displacement") continue;
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found++;
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if ((camera.cullingMask & 1 << GravityLowering.FieldLayer) != 0)
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Fail("wiring", $"camera {camera.name} (target Fog Patch Displacement) in {sceneName} culls layer {GravityLowering.FieldLayer}, the gravity layer");
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}
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return found;
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}
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static void CheckWiring(GameSettings settings)
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{
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var scene = EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
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@ -295,6 +324,9 @@ namespace Aetheria.EditorTools
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}
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if (seen < gravityTargets.Length) Fail("wiring", $"only {seen} gravity cameras found in ARPG.unity");
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// The patch texture is half-float: it holds the patch layers only, the nebula reads gravity from the R32 surface.
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if (CheckPatchCameras("ARPG.unity") != 1) Fail("wiring", "ARPG.unity does not have exactly 1 Fog Patch Displacement camera");
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// The map screen's gravity camera has no target until MapRenderer gives it one at run time.
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var map = UnityEngine.Object.FindFirstObjectByType<MapRenderer>(FindObjectsInactive.Include);
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if (map == null || map.GravityCamera == null) Fail("wiring", "no MapRenderer.GravityCamera in ARPG.unity");
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@ -316,6 +348,7 @@ namespace Aetheria.EditorTools
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}
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CheckMenuWiring();
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CheckTestSceneWiring();
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foreach (var path in new[]
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{
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