Merge remote-tracking branch 'origin/eureka/aetheria-gravity-nebula-tint' into eureka/aetheria-gravity-merge-ag3

This commit is contained in:
Meta Vens 2026-10-16 07:21:34 +02:00
commit 6865af813f
12 changed files with 537 additions and 10 deletions

View file

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Sector Tint
m_Shader: {fileID: 4800000, guid: 268da230635cfb34ab4ed6ad39503fa0, type: 3}
m_Shader: {fileID: 4800000, guid: 782740c1a3d7455ea75dc87fafdc8432, type: 3}
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
@ -59,8 +59,8 @@ Material:
m_Ints: []
m_Floats:
- _BumpScale: 1
- _Cutoff: 1
- _Depth: 0.025
- _EdgeBrightness: 0.12
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _Frequency: 6.2832
@ -72,7 +72,6 @@ Material:
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Phase: 0
- _Power: 2
- _SinePower: 1.25
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1

View file

@ -409,13 +409,13 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 23420356}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
m_LocalPosition: {x: 0, y: -5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1037490739}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 90, y: 0, z: 0}
--- !u!23 &23420359
MeshRenderer:
m_ObjectHideFlags: 0
@ -16322,6 +16322,7 @@ MonoBehaviour:
Settings: {fileID: 11400000, guid: cd2344e2001a37544aab0960c164d4ff, type: 2}
ZoneRoot: {fileID: 2095699057}
SectorBrushes: {fileID: 1037490739}
AmbientLight: {fileID: 23420357}
SceneCamera: {fileID: 887677622}
FogCameras:
- {fileID: 559840917}
@ -16861,7 +16862,6 @@ Transform:
m_LocalScale: {x: 3000, y: 3000, z: 3000}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 23420357}
- {fileID: 1108843909}
- {fileID: 1647230682}
- {fileID: 1254851255}
@ -38392,6 +38392,7 @@ SceneRoots:
- {fileID: 906767442}
- {fileID: 1009503730}
- {fileID: 1037490739}
- {fileID: 23420357}
- {fileID: 2095699057}
- {fileID: 134113271}
- {fileID: 666227432}

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@ -0,0 +1,244 @@
using System;
using System.IO;
using GameCult.Caching;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace Aetheria.EditorTools
{
/// <summary>
/// Batchmode check for campaign aetheria-gravity, cut ambient-follows-populated-area: the ambient tint falls softly to
/// dark and never hits an edge (ruling dark-beyond-populated-area). It opens ARPG.unity, takes the Ambient Fog Light the
/// scene wires into ZoneRenderer, sizes it for a generated zone with ZoneRenderer.FitAmbientLight (the call LoadZone
/// makes, not a copy), renders it through an orthographic camera that culls its layer into a target built from the descriptor of the production
/// Fog Tint render texture (B10G11R11_UFloatPack32, the format the Tint cameras write), and checks the
/// radial profile against exp(-(r/P)^2 ln(1/_EdgeBrightness)) times the centre, to within what that format stores (a
/// 5-bit mantissa) wherever the gaussian is at least a few ZoneRenderer.AmbientFloor (P is Zone.PopulatedRadius), that it
/// is lit at Pack.Radius, that the quad's rim and every lit texel beside a dark one are
/// at most two floors, and that no two lit texels are more than half a decade apart.
///
/// Renders, so it needs a graphics device: run WITHOUT -nographics.
/// Unity -batchmode -projectPath &lt;repo&gt; -executeMethod Aetheria.EditorTools.AmbientEdgeVerify.Run -logFile &lt;path&gt;
/// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
/// </summary>
public static class AmbientEdgeVerify
{
const string Tag = "[AmbientEdgeVerify]";
const int Size = 512;
const int AmbientLayer = 13;
const string FogTintPath = "Assets/Resources/Fog Tint.renderTexture";
// A float with a 5-bit mantissa (Fog Tint's blue) steps by 2^-5 of its value, and the target truncates to a step.
const float FormatRelativeError = 1f / 32f;
// The profile is held to the gaussian where it is at least this many floors; below that the format's tail is measured, not held.
const float FaithfulFloors = 8f;
// The rim and every lit texel beside a dark one hold at most this many floors, 2^-14 (the smallest normal of the format's
// floats): the one step to dark is the format's last value. Measured on the Fog Tint format it is 1.5 floors at most.
const float StepToDarkFloors = 2f;
static bool _ok = true;
static void OnLog(string message, string stack, LogType type)
{
if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
Fail("logged-error", message.Split('\n')[0]);
}
static void Fail(string check, string detail)
{
Debug.LogError($"{Tag} FAIL {check}: {detail}");
_ok = false;
}
public static void Run()
{
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
{
Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
EditorApplication.Exit(1);
return;
}
Application.logMessageReceived += OnLog;
var work = Path.Combine(Path.GetTempPath(), "ambient-edge-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(Path.Combine(work, "probe"));
try
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")
?? throw new InvalidOperationException("No Settings.asset.");
// Generated zones have the populated radius at about .78 of the pack radius (p50 over 1500 zones): this one's
// pack radius is set so, which puts Pack.Radius where it sits in play, inside the quad's reach.
var probe = GravityFieldParityVerify.BuildZone(settings, Path.Combine(work, "probe"), out _);
var zone = GravityFieldParityVerify.BuildZone(settings, work, out _, probe.PopulatedRadius / .78f);
EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
try
{
var renderer = UnityEngine.Object.FindFirstObjectByType<ZoneRenderer>(FindObjectsInactive.Include);
if (renderer == null || renderer.AmbientLight == null) throw new InvalidOperationException("ARPG.unity wires no ZoneRenderer.AmbientLight.");
Check(renderer, zone);
}
finally
{
EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
}
Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
}
catch (Exception e)
{
Debug.LogError($"{Tag} FAIL exception: {e}");
_ok = false;
}
finally
{
Application.logMessageReceived -= OnLog;
try { Directory.Delete(work, true); } catch { }
}
EditorApplication.Exit(_ok ? 0 : 1);
}
// A bare ambient quad for the verifies that run LoadZone on a renderer built in code: the scene's material, no scene.
public static Transform NewAmbientLight()
{
var quad = new GameObject("Ambient Fog Light") { layer = AmbientLayer };
quad.AddComponent<MeshFilter>().sharedMesh = Resources.GetBuiltinResource<Mesh>("Quad.fbx");
quad.AddComponent<MeshRenderer>().sharedMaterial = AssetDatabase.LoadAssetAtPath<Material>("Assets/Materials/Brushes/Sector Tint.mat");
return quad.transform;
}
static void Check(ZoneRenderer renderer, Zone zone)
{
var production = AssetDatabase.LoadAssetAtPath<RenderTexture>(FogTintPath);
if (production == null || production.graphicsFormat != GraphicsFormat.B10G11R11_UFloatPack32)
Fail("format", $"Fog Tint is {(production == null ? "missing" : production.graphicsFormat.ToString())}, not the B10G11R11_UFloatPack32 that AmbientFloor and FormatRelativeError describe");
var light = renderer.AmbientLight;
if (light.parent != null) Fail("wiring", $"the ambient quad sits under {light.parent.name}, whose scale is the pack radius's");
if (light.gameObject.layer != AmbientLayer) Fail("wiring", $"the ambient quad is on layer {light.gameObject.layer}, not {AmbientLayer}");
ZoneRenderer.FitAmbientLight(light, zone);
var meshRenderer = light.GetComponent<MeshRenderer>();
var material = meshRenderer.sharedMaterial;
var edge = material.GetFloat("_EdgeBrightness");
var tint = material.GetColor("_Color").linear;
var centre = material.GetFloat("_Depth") * Mathf.Max(tint.r, Mathf.Max(tint.g, tint.b));
var populated = zone.PopulatedRadius;
var half = light.localScale.x / 2f;
Debug.Log($"{Tag} populated radius {populated:F1} u, pack radius {zone.Pack.Radius:F1} u, quad half-extent {half:F1} u, edge brightness {edge:G3}, centre {centre:G4}");
if (!(populated > 0f) || !(half > populated)) { Fail("sizing", $"the quad half-extent {half:F1} u does not reach beyond the populated radius {populated:F1} u"); return; }
Render(light, half * 1.05f, out var value, out var world);
var floor = ZoneRenderer.AmbientFloor;
Debug.Log($"{Tag} format floor {floor:E2} = {floor / centre:E2} of the centre; tail (drawn / floor): "
+ string.Join(" ", System.Linq.Enumerable.Select(new[] { 1.5f, 1.75f, 1.9f, 2f, 2.05f, 2.1f, 2.15f, 2.2f },
k => $"{k}P:{Sample(value, world, new Vector2(k * populated, 0f)) / floor:G3}")));
var logFall = Mathf.Log(1f / edge);
foreach (var k in new[] { 0f, .5f, 1f, 1.5f, 2f })
{
var drawn = Sample(value, world, new Vector2(k * populated, 0f));
Debug.Log($"{Tag} r = {k} P: drawn {drawn:G5}, expected {centre * Mathf.Exp(-k * k * logFall):G5}");
}
var worstProfile = 0f;
var compared = 0;
var rim = 0f;
for (var i = 0; i < value.Length; i++)
{
if (float.IsNaN(value[i])) { Fail("texels", $"texel {i}: NaN"); return; }
var r = world[i].magnitude;
var expected = centre * Mathf.Exp(-(r / populated) * (r / populated) * logFall);
if (r <= half && expected >= FaithfulFloors * floor)
{
var error = Mathf.Abs(value[i] - expected) / (FormatRelativeError * expected);
worstProfile = Mathf.Max(worstProfile, error);
compared++;
if (error > 1f) { Fail("profile", $"at r = {r / populated:F3} P: expected {expected:G5}, drawn {value[i]:G5}, off by {error:F2} times the format's step"); return; }
}
// The rim: the texels in the quad's outermost ring (within two texels of its edge).
var edgeDistance = half - Mathf.Max(Mathf.Abs(world[i].x), Mathf.Abs(world[i].y));
if (edgeDistance >= 0f && edgeDistance < 2f * (half * 1.05f * 2f / Size)) rim = Mathf.Max(rim, value[i]);
}
Debug.Log($"{Tag} profile: {compared} texels held to the gaussian, worst error {worstProfile:F3} of the format's step; rim {rim / centre:E2} of the centre");
if (compared < Size * Size / 16) Fail("profile", $"only {compared} texels were held to the gaussian; the check is vacuous");
if (rim > floor * StepToDarkFloors) Fail("rim", $"the quad's rim is {rim / floor:G3} times the format floor");
var atPack = Sample(value, world, new Vector2(zone.Pack.Radius, 0f));
Debug.Log($"{Tag} at Pack.Radius: {atPack / centre:E2} of the centre");
if (!(atPack > 0f)) Fail("pack-radius", "the ambient is zero at Pack.Radius");
var worstJump = 0f;
for (var y = 0; y < Size; y++)
for (var x = 0; x < Size; x++)
{
var here = value[y * Size + x];
if (here <= 0f) continue;
foreach (var next in new[] { x + 1 < Size ? value[y * Size + x + 1] : 0f, y + 1 < Size ? value[(y + 1) * Size + x] : 0f })
{
if (next <= 0f) { if (here > floor * StepToDarkFloors) Fail("last-step", $"a lit texel of {here / floor:G3} floors sits beside a dark one"); continue; }
worstJump = Mathf.Max(worstJump, Mathf.Abs(Mathf.Log10(here / next)));
}
}
Debug.Log($"{Tag} largest jump between neighbouring lit texels: {worstJump:F3} decades (limit 0.5)");
if (worstJump > .5f) Fail("jump", $"neighbouring texels differ by {worstJump:F2} decades");
var lit = 0;
foreach (var v in value) if (v > 0f) lit++;
if (lit < Size * Size / 2) Fail("jump", $"only {lit} texels are lit; the check is vacuous");
}
static float Sample(float[] value, Vector2[] world, Vector2 at)
{
var best = 0;
for (var i = 1; i < world.Length; i++)
if ((world[i] - at).sqrMagnitude < (world[best] - at).sqrMagnitude) best = i;
return value[best];
}
// Renders the ambient layer through a downward orthographic camera centred on the origin, as the Tint cameras see it,
// and returns the brightest channel of every texel with the world xz of its centre, which is asked of the camera.
static void Render(Transform light, float half, out float[] value, out Vector2[] world)
{
var production = AssetDatabase.LoadAssetAtPath<RenderTexture>(FogTintPath) ?? throw new InvalidOperationException("No Fog Tint render texture.");
var rt = new RenderTexture(production.descriptor) { filterMode = FilterMode.Point };
var cameraObject = new GameObject("Ambient Edge Camera");
var read = new Texture2D(Size, Size, TextureFormat.RGBAFloat, false);
var previous = RenderTexture.active;
try
{
var camera = cameraObject.AddComponent<Camera>();
camera.orthographic = true;
camera.orthographicSize = half;
camera.aspect = 1f;
camera.nearClipPlane = .3f;
camera.farClipPlane = 1000f;
camera.cullingMask = 1 << light.gameObject.layer;
camera.clearFlags = CameraClearFlags.SolidColor;
camera.backgroundColor = Color.black;
camera.allowHDR = false;
camera.allowMSAA = false;
camera.targetTexture = rt;
cameraObject.transform.SetPositionAndRotation(new Vector3(0f, 100f, 0f), Quaternion.Euler(90f, 0f, 0f));
camera.Render();
RenderTexture.active = rt;
read.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
read.Apply();
var pixels = read.GetPixelData<float>(0);
value = new float[Size * Size];
for (var i = 0; i < value.Length; i++)
value[i] = Mathf.Max(pixels[4 * i], Mathf.Max(pixels[4 * i + 1], pixels[4 * i + 2]));
world = new Vector2[Size * Size];
for (var y = 0; y < Size; y++)
for (var x = 0; x < Size; x++)
{
var p = camera.ViewportToWorldPoint(new Vector3((x + .5f) / Size, (y + .5f) / Size, 100f));
world[y * Size + x] = new Vector2(p.x, p.z);
}
}
finally
{
RenderTexture.active = previous;
UnityEngine.Object.DestroyImmediate(cameraObject);
UnityEngine.Object.DestroyImmediate(read);
rt.Release();
UnityEngine.Object.DestroyImmediate(rt);
}
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 63b03af05dfdae44c89e21ca7ebec892

View file

@ -127,6 +127,7 @@ namespace Aetheria.EditorTools
renderer.MinePrefab = minePrefab;
renderer.ItemManager = items;
renderer.SectorBrushes = new GameObject("Wiring Brushes").transform;
renderer.AmbientLight = AmbientEdgeVerify.NewAmbientLight();
renderer.SlimeGravityCamera = new GameObject("Wiring Gravity Camera").AddComponent<Camera>();
var slimeObject = new GameObject("Wiring Slime");
slimeObject.SetActive(false);

View file

@ -149,6 +149,7 @@ public static class FloatingItemsDrawnSmoke
typeof(ZoneRenderer).GetField(name).SetValue(renderer, pickup);
renderer.ItemManager = items;
renderer.SectorBrushes = new GameObject("Smoke Brushes").transform;
renderer.AmbientLight = Aetheria.EditorTools.AmbientEdgeVerify.NewAmbientLight();
renderer.SlimeGravityCamera = new GameObject("Smoke Gravity Camera").AddComponent<Camera>();
var slimeObject = new GameObject("Smoke Slime");
slimeObject.SetActive(false); // the real Slime needs its compute shader; LoadZone only sets its radius

View file

@ -124,7 +124,7 @@ namespace Aetheria.EditorTools
// mass 0, whose well has no strength (a legal body; its curves give c = 0 and R = 0), at (1700, 300): parentless,
// fixed, off both axes and asymmetric, so the zone's wells sit where the verify says before any Update and a
// mirrored or swapped axis cannot agree with the sim.
static Zone BuildZone(GameSettings settings, string work, out Orbit[] orbits)
internal static Zone BuildZone(GameSettings settings, string work, out Orbit[] orbits, float radius = 4182f)
{
var cache = AetheriaStores.Open(Path.Combine(work, "catalog.cc"), Path.Combine(work, "run.cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
@ -133,7 +133,7 @@ namespace Aetheria.EditorTools
var positions = new[] { new Vector2(-130f, 85f), new Vector2(610f, -240f), new Vector2(670f, -270f), new Vector2(1700f, 300f) };
var masses = new[] { 14152f, 273.9f, 29.2f, 0f };
var keys = new CultRecordKey[positions.Length];
var pack = new ZonePack { Radius = 4182f };
var pack = new ZonePack { Radius = radius };
for (var i = 0; i < positions.Length; i++)
{
var orbit = keys[i] = cache.Upsert(new OrbitData { FixedPosition = new float2(positions[i].x, positions[i].y) }).Key;

View file

@ -211,6 +211,8 @@ public class Zone
belt.Value.Periods[i] = PeriodAround(beltParent, belt.Value.Data.Asteroids[i].Distance, beltOrbit);
}
PopulatedRadius = ComputePopulatedRadius();
// Aetheria gravity (target invariant zone-valid-before-tick): every orbit is placed at the pack's time
// when the zone is built, so each well, light and body pose read before the first Update is where the
// body is. Velocity stays zero until the first Update differences two placed positions.
@ -736,6 +738,35 @@ public class Zone
// reference. GetHeight sums with it and the renderer's lowering (GravityLowering) hands it to the shader unchanged.
public float WellReference(Planet body) => GravityField.Potential(body.WellStrength, body.RocheLimit, Pack.Radius);
// The extent of the populated area, from the zone's origin: owned here; presenters read it, nothing authors it. A static
// bound on where anything can be, so it holds at every time and reads nothing the pack's Radius decides: for each body,
// its orbit chain's reach plus its Roche limit; for each belt, the chain's reach to the orbit its asteroids circle (the
// belt orbit's parent) plus the belt's own Radius, its largest asteroid Distance.
public float PopulatedRadius { get; }
private float ComputePopulatedRadius()
{
var radius = 0f;
foreach (var body in PlanetInstances.Values)
radius = max(radius, ChainReach(body.BodyData.Orbit.Key) + body.RocheLimit);
foreach (var belt in AsteroidBelts)
radius = max(radius, ChainReach(Orbits[Planets[belt.Key].Orbit.Key].Data.Parent.Key) + belt.Value.Radius);
return radius;
}
// The most an orbit can lie from the origin: the root's offset plus every orbit Distance down the chain to it.
private float ChainReach(CultRecordKey key)
{
var reach = 0f;
while (key.IsSet() && Orbits.TryGetValue(key, out var orbit))
{
if (orbit.Data.Parent.IsSet()) reach += orbit.Data.Distance;
else reach += length(orbit.Data.FixedPosition);
key = orbit.Data.Parent.Key;
}
return reach;
}
public float GetHeight(float2 position) => GetHeight(position, _time);
// The field at a time: each well sits where its body's rail puts it then. The sim reads it at _time, a presenter at

View file

@ -27,6 +27,8 @@ public class ZoneRenderer : MonoBehaviour
public GameSettings Settings;
public Transform ZoneRoot;
public Transform SectorBrushes;
// The ambient tint quad, sized from the zone's populated radius, never under SectorBrushes: FitAmbientLight.
public Transform AmbientLight;
public CinemachineVirtualCamera SceneCamera;
public Camera[] FogCameras;
public Camera[] MinimapCameras;
@ -187,11 +189,35 @@ public class ZoneRenderer : MonoBehaviour
_transposer = SceneCamera.GetCinemachineComponent<CinemachineTransposer>();
}
// The ambient is a gaussian: its brightness at the populated edge is the material's _EdgeBrightness (a shape, authored), and
// the quad reaches out to where its brightest channel falls to AmbientFloor. Fog Tint is B10G11R11_UFloatPack32 and cannot
// follow a gaussian into its tail: measured, the drawn value stops following it near 4 floors and holds a plateau of
// about 3.2e-5 before dropping to zero (AmbientEdgeVerify asserts the format and measures it). A quad sized to 1e-5 of the
// centre therefore ended in a plateau and a step to zero; sized to the floor it ends at the last value the format holds,
// so the one step to dark is that value. The one writer of the quad's size and _Reach, and the one place the verify
// reads the sizing from.
public const float AmbientFloor = 1f / (1 << 15);
public static void FitAmbientLight(Transform light, Zone zone)
{
var renderer = light.GetComponent<MeshRenderer>();
var material = renderer.sharedMaterial;
var tint = material.GetColor("_Color").linear;
var centre = material.GetFloat("_Depth") * Mathf.Max(tint.r, Mathf.Max(tint.g, tint.b));
var reach = Mathf.Sqrt(Mathf.Log(centre / AmbientFloor) / Mathf.Log(1f / material.GetFloat("_EdgeBrightness")));
light.localScale = 2f * reach * zone.PopulatedRadius * Vector3.one;
var block = new MaterialPropertyBlock();
renderer.GetPropertyBlock(block);
block.SetFloat("_Reach", reach);
renderer.SetPropertyBlock(block);
}
public void LoadZone(Zone zone)
{
ClearZone();
Zone = zone;
SectorBrushes.localScale = zone.Pack.Radius * 2 * Vector3.one;
FitAmbientLight(AmbientLight, zone);
SlimeGravityCamera.orthographicSize = zone.Pack.Radius;
SlimeRenderer.ZoneRadius = zone.Pack.Radius;
if (_gravityField == null) _gravityField = GravityLowering.CreateField(GravityField);

View file

@ -0,0 +1,61 @@
Shader "Brushes/Ambient Brush" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Depth ("Depth", Float) = 0.5
// The brightness at the populated edge relative to the centre: the shape of the fall, never an extent.
_EdgeBrightness ("Edge Brightness", Range(0.0001, 0.9999)) = .12
// The quad's radius in units of the populated radius. Written by ZoneRenderer.FitAmbientLight, never authored.
_Reach ("Reach", Float) = 1
}
// A gaussian: log-brightness is quadratic in distance from the centre, so the fall is smooth everywhere and
// never reaches an edge or a cliff. x is the distance in units of the zone's populated radius.
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
float4 _Color;
float _Depth;
float _EdgeBrightness;
float _Reach;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
float4 frag (v2f i) : SV_Target
{
float x = length(i.texcoord - float2(.5, .5)) * 2 * _Reach;
return _Depth * _Color * exp(-x * x * log(1 / _EdgeBrightness));
}
ENDCG
}
}
}
}

View file

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 782740c1a3d7455ea75dc87fafdc8432
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,152 @@
using System;
using System.Collections.Generic;
using System.IO;
using CultMath;
using GameCult.Caching;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
// Zone.PopulatedRadius is the extent of the populated area, owned by the zone and read by the ambient tint's presenter
// (ruling aetheria-gravity:ruling:dark-beyond-populated-area). The zone here is the production constructor reading a pack
// of a root off the origin, a planet, a moon and a moon's moon, each with a well of its own mass, and a last body
// inserted after the outermost whose reach is the smallest, so the largest decides whatever the order.
public sealed class PopulatedRadiusTests : IDisposable
{
private static readonly float2 RootAt = new float2(300f, -200f);
private const float PlanetDistance = 400f;
private const float MoonDistance = 100f;
private const float MoonsMoonDistance = 40f;
private const float BeltOrbitDistance = 77f;
private const float FarthestAsteroid = 1000f;
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-populated-" + Guid.NewGuid().ToString("N"));
private readonly List<CultCache> _caches = new List<CultCache>();
public PopulatedRadiusTests() => Directory.CreateDirectory(_root);
public void Dispose()
{
foreach (var cache in _caches) cache.Dispose();
Directory.Delete(_root, true);
}
private static ExponentialCurve Flat(float v) => new ExponentialCurve { Constant = v };
// A body's Roche limit is 10 u per unit of mass, so each body's term differs and the outermost is the moon's moon.
private static PlanetSettings Settings() => new PlanetSettings
{
BodyRadius = Flat(20f),
WellStrength = new ExponentialCurve { Multiplier = 100f, Exponent = 1f },
RocheLimit = new ExponentialCurve { Multiplier = 10f, Exponent = 1f },
LightRadius = Flat(0f),
AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f },
AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f }
};
private sealed class Scene
{
public Zone Zone;
public CultRecordKey[] Orbits;
}
// With belt, a belt circles the planet's orbit (asteroids at FarthestAsteroid and 700, the farther first) and its own orbit
// is BeltOrbitDistance out: the asteroids' positions do not depend on that distance, only on the planet's orbit.
private Scene Build(float radius, bool moonsMoon = true, bool belt = false)
{
var dir = Path.Combine(_root, $"zone{_caches.Count}");
Directory.CreateDirectory(dir);
var cache = AetheriaStores.Open(Path.Combine(dir, "Aetheria.cc"), Path.Combine(dir, "run.cc"), catalogWritable: true);
_caches.Add(cache);
cache.Upsert(new VerseGrammar { Revision = 1 });
var items = new ItemManager(cache, new ProvenanceLedger(), new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp()
}, _ => { });
var rootOrbit = cache.Upsert(new OrbitData { FixedPosition = RootAt }).Key;
var planetOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef<OrbitData>(rootOrbit), Distance = PlanetDistance, Phase = .1f }).Key;
var moonOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef<OrbitData>(planetOrbit), Distance = MoonDistance, Phase = .3f }).Key;
var moonsMoonOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef<OrbitData>(moonOrbit), Distance = MoonsMoonDistance, Phase = .6f }).Key;
var pack = new ZonePack { Radius = radius, Mass = 10000f, Time = 0 };
foreach (var orbit in new[] { rootOrbit, planetOrbit, moonOrbit, moonsMoonOrbit })
pack.Orbits.Add(new CultRecordRef<OrbitData>(orbit));
if (belt)
{
var beltOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef<OrbitData>(planetOrbit), Distance = BeltOrbitDistance, Phase = .8f }).Key;
pack.Orbits.Add(new CultRecordRef<OrbitData>(beltOrbit));
var asteroids = new[]
{
new Asteroid { Distance = FarthestAsteroid, Phase = .2f, Size = .5f },
new Asteroid { Distance = 700f, Phase = .6f, Size = .5f }
};
pack.Planets.Add(new CultRecordRef<BodyData>(cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef<OrbitData>(beltOrbit), Asteroids = asteroids }).Key));
}
void Body(CultRecordKey orbit, float mass) =>
pack.Planets.Add(new CultRecordRef<BodyData>(cache.Upsert(new PlanetData { Orbit = new CultRecordRef<OrbitData>(orbit), Mass = mass }).Key));
Body(rootOrbit, 5f);
Body(planetOrbit, 1f);
Body(moonOrbit, .5f);
if (moonsMoon) Body(moonsMoonOrbit, .01f);
Body(rootOrbit, .001f);
var zone = new Zone(items, Settings(), pack, new GalaxyZone { Name = "Populated", Owner = null }, null);
return new Scene { Zone = zone, Orbits = new[] { rootOrbit, planetOrbit, moonOrbit, moonsMoonOrbit } };
}
[Fact]
public void ItCoversEveryBodyAtEveryTimeAndIsTheChainSumOfTheOutermost()
{
var s = Build(5000f);
// Worked by hand: the root's offset from the origin, every distance down the chain, the outermost body's Roche limit.
var expected = length(RootAt) + PlanetDistance + MoonDistance + MoonsMoonDistance + 10f * .01f;
Assert.Equal(expected, s.Zone.PopulatedRadius, 2);
var worst = 0f;
for (var i = 0; i < 50; i++)
{
var time = i * 137.0;
foreach (var body in s.Zone.PlanetInstances.Values)
{
var reach = length(s.Zone.OrbitPositionAt(body.BodyData.Orbit.Key, time)) + body.RocheLimit;
Assert.True(reach <= s.Zone.PopulatedRadius + .01f, "a body's well is outside the populated radius");
worst = max(worst, reach);
}
}
Assert.True(worst > 0f);
}
[Fact]
public void ItReachesTheFarthestAsteroidOfABeltBeyondTheOutermostBody()
{
// The belt's asteroids circle the planet's orbit, so the chain is the root's offset and the planet's distance; the belt
// orbit's own distance does not enter, and neither do the nearer asteroid or any body (all inside this).
var s = Build(5000f, belt: true);
Assert.Equal(length(RootAt) + PlanetDistance + FarthestAsteroid, s.Zone.PopulatedRadius, 2);
}
[Fact]
public void ItBoundsTheRootOffTheOriginAndEachLevelOfTheChain()
{
// Without the moon's moon the outermost is the moon: the bound loses that level's distance and Roche term and no more.
var s = Build(5000f, moonsMoon: false);
Assert.Equal(length(RootAt) + PlanetDistance + MoonDistance + 10f * .5f, s.Zone.PopulatedRadius, 2);
}
[Theory]
[InlineData(100f)]
[InlineData(5000f)]
[InlineData(90000f)]
public void ItDoesNotReadPackRadius(float radius)
{
var s = Build(radius);
Assert.Equal(length(RootAt) + PlanetDistance + MoonDistance + MoonsMoonDistance + 10f * .01f, s.Zone.PopulatedRadius, 2);
}
}