Merge remote-tracking branch 'origin/master' into eureka/aetheria-release-sensor-catalog-r2

This commit is contained in:
Meta Vens 2026-10-14 04:24:44 +02:00
commit 7633408fee
18 changed files with 1122 additions and 31 deletions

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using System;
using System.IO;
using GameCult.Caching;
using UnityEditor;
using UnityEngine;
namespace Aetheria.EditorTools
{
/// <summary>
/// Batchmode check for flow-shader-parity (campaign aetheria-fauna, cut fauna-flow-field): the HLSL globalFlow and
/// slopeFlow of Assets/Shaders/Volumetric.cginc give the values of FlowField (ServerShared) for the same position,
/// scroll, settings and gradient. It drives the real lowering: a Zone is stepped, VolumeSampling.LowerFlow sets the
/// shader globals from the zone's Settings.Flow and FlowScroll, FlowParity.compute reads those globals, and the
/// results are compared with FlowField. It also checks that Settings.asset carries the authored flow under
/// PlanetSettings and that the shader got the zone's scroll (speed times zone time).
///
/// Dispatches a compute kernel, so it needs a graphics device: run WITHOUT -nographics (as ShieldPanelCut3Verify).
/// Unity -batchmode -projectPath &lt;repo&gt; -executeMethod Aetheria.EditorTools.FlowFieldParityVerify.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 FlowFieldParityVerify
{
const string Tag = "[FlowFieldParityVerify]";
// Measured disagreement between the HLSL and the C# on this tree (float32 on both sides, positions to 10000,
// scrolls to 100, through the keyword-gated flow()): max 2.9e-5 of amplitude (the "max error" line this run
// prints). The tolerance is 5x that noise, so constant errors of 0.05% (y factor .501, swirl or amplitude
// x1.0005: 4e-4 to 8e-4) fail; a 0.01% error is at the noise floor and unresolvable.
const float RelativeTolerance = 1.5e-4f;
static float _maxError;
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($"{Tag} FAIL {check}: {detail}");
_ok = false;
}
public static void Run()
{
if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Null)
{
Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
EditorApplication.Exit(1);
return;
}
// The flow's error lines (a shader keyword that does not exist, a missing property) fail the check.
Application.logMessageReceived += OnLog;
var work = Path.Combine(Path.GetTempPath(), "flow-parity-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(work);
try
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")
?? throw new InvalidOperationException("No Settings.asset.");
var compute = AssetDatabase.LoadAssetAtPath<ComputeShader>("Assets/Shaders/Compute/FlowParity.compute")
?? throw new InvalidOperationException("No FlowParity.compute.");
CheckAuthoredFlow(settings.PlanetSettings.Flow);
// The authored flow (global term only: its slope amplitudes are authored zero), then a flow with every
// term live and a scroll speed that reaches scrolls up to 100.
var authored = settings.PlanetSettings.Flow;
CheckParity("authored", settings, work, compute, authored, new[] { 0.0, 3.1, 40.0, 100.0 });
var wide = new FlowSettings
{
GlobalScale = authored.GlobalScale, GlobalAmplitude = authored.GlobalAmplitude, Period = authored.Period,
GlobalScrollSpeed = 1f, SlopeAmplitude = 3f, SwirlAmplitude = 5f
};
CheckParity("wide", settings, work, compute, wide, new[] { 0.0, 1.0, 17.0, 60.0, 100.0 });
CheckNoiseClock(compute);
Debug.Log($"{Tag} max error {_maxError:G4} of amplitude (tolerance {RelativeTolerance:G4})");
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);
}
// Settings.asset carries the authored flow under PlanetSettings (it moved from DefaultEnvironment unchanged).
static void CheckAuthoredFlow(FlowSettings flow)
{
if (flow == null) { Fail("authored-flow", "PlanetSettings.Flow is null"); return; }
if (flow.GlobalScale != 512f || flow.GlobalAmplitude != 15f || flow.GlobalScrollSpeed != .025f ||
flow.Period != 8f || flow.SlopeAmplitude != 0f || flow.SwirlAmplitude != 0f)
Fail("authored-flow", $"PlanetSettings.Flow is {flow.GlobalScale}/{flow.GlobalAmplitude}/{flow.GlobalScrollSpeed}/" +
$"{flow.Period}/{flow.SlopeAmplitude}/{flow.SwirlAmplitude}, authored 512/15/0.025/8/0/0");
}
internal static Zone BuildZone(GameSettings settings, string work, FlowSettings flow, double time = 0)
{
var cache = AetheriaStores.Open(Path.Combine(work, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.FlushAsync().Wait();
var items = new ItemManager(cache, new ProvenanceLedger(), settings.GameplaySettings, _ => { });
return new Zone(items, new PlanetSettings { Flow = flow }, new ZonePack { Time = time }, new GalaxyZone { Name = "Parity", Owner = null }, null);
}
static void CheckParity(string label, GameSettings settings, string work, ComputeShader compute, FlowSettings flow,
double[] zoneTimes)
{
var zone = BuildZone(settings, work, flow);
var kernel = compute.FindKernel("Evaluate");
var rng = new System.Random(label.Length * 7919);
const int positionCount = 256, gradientCount = 64;
const int count = positionCount;
var positions = new Vector3[count];
for (var i = 0; i < positionCount; i++)
positions[i] = new Vector3((float) (rng.NextDouble() * 20000 - 10000), (float) (rng.NextDouble() * 200 - 100),
(float) (rng.NextDouble() * 20000 - 10000));
// Gradients of any direction and magnitude, plus one zero gradient.
var gradients = new Vector2[count];
for (var i = 1; i < gradientCount; i++)
{
var angle = rng.NextDouble() * Math.PI * 2;
var magnitude = (float) Math.Exp(rng.NextDouble() * 8 - 4);
gradients[i] = new Vector2((float) Math.Cos(angle) * magnitude, (float) Math.Sin(angle) * magnitude);
}
gradients[0] = Vector2.zero;
var positionBuffer = new ComputeBuffer(count, 12);
var gradientBuffer = new ComputeBuffer(count, 8);
var globalBuffer = new ComputeBuffer(count, 12);
var slopeBuffer = new ComputeBuffer(count, 12);
var gatedBuffer = new ComputeBuffer(count, 12);
ComputeBuffer noiseBuffer = null;
// flow() reads the nebula's gravity height under FLOW_SLOPE. A ramp rising along the texture's x gives every
// position inside the grid the gradient direction (1, 0), so the slope term is live where a flat height
// would zero it (and the FLOW_SLOPE keyword and its pragma would not matter).
const int rampSize = 64;
var height = new Texture2D(rampSize, rampSize, TextureFormat.RFloat, false)
{ filterMode = FilterMode.Point, wrapMode = TextureWrapMode.Clamp };
var ramp = new float[rampSize * rampSize];
for (var i = 0; i < ramp.Length; i++) ramp[i] = (i % rampSize) / (float) (rampSize - 1);
height.SetPixelData(ramp, 0);
height.Apply();
var rampGradient = new CultMath.float2(1f, 0f);
try
{
positionBuffer.SetData(positions);
gradientBuffer.SetData(gradients);
compute.SetBuffer(kernel, "positions", positionBuffer);
compute.SetBuffer(kernel, "gradients", gradientBuffer);
compute.SetBuffer(kernel, "globalOut", globalBuffer);
compute.SetBuffer(kernel, "slopeOut", slopeBuffer);
compute.SetBuffer(kernel, "gatedOut", gatedBuffer);
compute.SetTexture(kernel, "_NebulaSurfaceHeight", height);
compute.SetVector("_NebulaSurfaceHeight_TexelSize", new Vector4(1f / rampSize, 1f / rampSize, rampSize, rampSize));
// The grid spans 40000: every sampled position (|xz| to 10000) is inside the ramp's uv range.
Shader.SetGlobalVector("_GridTransform", new Vector4(0f, 0f, 40000f, 0f));
noiseBuffer = new ComputeBuffer(count, 4);
compute.SetBuffer(kernel, "noiseOut", noiseBuffer);
compute.SetInt("count", count);
var elapsed = 0.0;
foreach (var target in zoneTimes)
{
// Step the zone to the target by an awkward step; the sum is the zone's time.
while (elapsed < target - 1e-9)
{
var dt = (float) Math.Min(0.37, target - elapsed);
zone.Update(dt);
elapsed += dt;
}
VolumeSampling.LowerFlow(zone.Settings.Flow, zone.ExactTime);
// The shader got the zone's scroll and cycle: the same zone time Zone.Flow evaluates at.
var zoneScroll = zone.FlowScroll;
var lowered = Shader.GetGlobalVector("_FlowScroll");
if (Math.Abs(lowered.x - zoneScroll.x) > 1e-6 || Math.Abs(lowered.y - zoneScroll.y) > 1e-6)
Fail($"{label}-lowered-scroll", $"at zone time {elapsed:F3} the shader got _FlowScroll ({lowered.x}, {lowered.y}), the zone's is ({zoneScroll.x}, {zoneScroll.y})");
if (Math.Abs(Shader.GetGlobalFloat("_FlowCycle") - zone.CyclePhase(flow.Period)) > 1e-6)
Fail($"{label}-lowered-cycle", $"at zone time {elapsed:F3} the shader got _FlowCycle {Shader.GetGlobalFloat("_FlowCycle")}, the zone's phase is {zone.CyclePhase(flow.Period)}");
if (Shader.GetGlobalFloat("_FlowScale") != flow.GlobalScale || Shader.GetGlobalFloat("_FlowAmplitude") != flow.GlobalAmplitude ||
Shader.GetGlobalFloat("_FlowSlopeAmplitude") != flow.SlopeAmplitude ||
Shader.GetGlobalFloat("_FlowSwirlAmplitude") != flow.SwirlAmplitude || Shader.GetGlobalFloat("_FlowPeriod") != flow.Period)
Fail($"{label}-lowered-settings", "a flow uniform does not equal the zone's FlowSettings");
compute.Dispatch(kernel, (count + 63) / 64, 1, 1);
var globalOut = new Vector3[count];
var slopeOut = new Vector3[count];
var gatedOut = new Vector3[count];
globalBuffer.GetData(globalOut);
slopeBuffer.GetData(slopeOut);
gatedBuffer.GetData(gatedOut);
var at = $"{label} zone time {elapsed:F2} scroll {zoneScroll.x:F4}";
for (var i = 0; i < positionCount; i++)
{
var p = positions[i];
var expected = FlowField.Global(flow, new CultMath.float3(p.x, p.y, p.z), zoneScroll);
Compare($"{label}-global", at, i, new Vector3(expected.x, expected.y, expected.z), globalOut[i], flow.GlobalAmplitude);
}
// flow() is the keyword-gated function the nebula and stardust call: the global term plus, under
// FLOW_SLOPE, the slope term of the ramp's gradient. A flow that is live must not read zero.
var live = 0;
var gatedScale = Math.Max(Math.Abs(flow.GlobalAmplitude), Math.Max(Math.Abs(flow.SlopeAmplitude), Math.Abs(flow.SwirlAmplitude)));
for (var i = 0; i < positionCount; i++)
{
var p = positions[i];
var expected = FlowField.At(flow, new CultMath.float3(p.x, p.y, p.z), zoneScroll, rampGradient);
var e = new Vector3(expected.x, expected.y, expected.z);
if (e.magnitude > .1f * gatedScale) live++;
Compare($"{label}-flow-keywords", at, i, e, gatedOut[i], gatedScale);
}
if (gatedScale != 0f && live < positionCount / 4)
Fail($"{label}-flow-keywords", $"{at}: only {live} of {positionCount} zone flows are live; the check is vacuous");
var slopeScale = Math.Max(Math.Abs(flow.SlopeAmplitude), Math.Abs(flow.SwirlAmplitude));
for (var i = 0; i < gradientCount; i++)
{
var g = gradients[i];
var expected = FlowField.Slope(flow, new CultMath.float2(g.x, g.y));
Compare($"{label}-slope", at, i, new Vector3(expected.x, expected.y, expected.z), slopeOut[i], slopeScale);
}
}
}
finally
{
positionBuffer.Release(); gradientBuffer.Release(); globalBuffer.Release(); slopeBuffer.Release(); gatedBuffer.Release(); noiseBuffer?.Release(); UnityEngine.Object.DestroyImmediate(height);
}
}
// The nebula noise the flow advects evolves on the flow clock VolumeSampling lowers as _NebulaNoiseTime, never on
// _Time: with the speed non-zero, the noise changes when _NebulaNoiseTime does and not otherwise (a frame clock
// would not follow the global set here).
static void CheckNoiseClock(ComputeShader compute)
{
const int count = 64;
var kernel = compute.FindKernel("Evaluate");
var rng = new System.Random(4217);
var positions = new Vector3[count];
for (var i = 0; i < count; i++)
positions[i] = new Vector3((float) (rng.NextDouble() * 4000 - 2000), (float) (rng.NextDouble() * 100 - 50), (float) (rng.NextDouble() * 4000 - 2000));
var buffers = new[] { new ComputeBuffer(count, 12), new ComputeBuffer(count, 8), new ComputeBuffer(count, 12), new ComputeBuffer(count, 12), new ComputeBuffer(count, 12), new ComputeBuffer(count, 4) };
var height = new Texture2D(1, 1, TextureFormat.RFloat, false);
try
{
buffers[0].SetData(positions);
buffers[1].SetData(new Vector2[count]);
compute.SetBuffer(kernel, "positions", buffers[0]);
compute.SetBuffer(kernel, "gradients", buffers[1]);
compute.SetBuffer(kernel, "globalOut", buffers[2]);
compute.SetBuffer(kernel, "slopeOut", buffers[3]);
compute.SetBuffer(kernel, "gatedOut", buffers[4]);
compute.SetBuffer(kernel, "noiseOut", buffers[5]);
compute.SetTexture(kernel, "_NebulaSurfaceHeight", height);
compute.SetInt("count", count);
Shader.SetGlobalFloat("_NebulaNoiseSpeed", 1f);
float[] Noise(float noiseTime)
{
Shader.SetGlobalFloat("_NebulaNoiseTime", noiseTime);
compute.Dispatch(kernel, 1, 1, 1);
var result = new float[count];
buffers[5].GetData(result);
return result;
}
var a = Noise(0f);
var b = Noise(3f);
var again = Noise(3f);
int moved = 0, repeated = 0;
for (var i = 0; i < count; i++)
{
if (Math.Abs(a[i] - b[i]) > 1e-4f) moved++;
if (b[i] == again[i]) repeated++;
}
if (moved < count / 2) Fail("nebula-noise-clock", $"only {moved} of {count} noise samples follow _NebulaNoiseTime");
if (repeated != count) Fail("nebula-noise-clock", $"{count - repeated} of {count} noise samples changed with _NebulaNoiseTime held");
}
finally
{
foreach (var buffer in buffers) buffer.Release();
UnityEngine.Object.DestroyImmediate(height);
}
}
// Error is measured against the term's amplitude; a term with no amplitude must be exactly zero and never NaN.
static void Compare(string check, string at, int index, Vector3 expected, Vector3 actual, float amplitude)
{
var error = (expected - actual).magnitude;
if (float.IsNaN(error)) { Fail(check, $"{at} sample {index}: NaN (expected {expected}, shader {actual})"); return; }
if (amplitude != 0f) _maxError = Math.Max(_maxError, error / Math.Abs(amplitude));
var tolerance = RelativeTolerance * Math.Abs(amplitude);
if (error > tolerance)
Fail(check, $"{at} sample {index}: expected {expected}, shader {actual}, error {error:G4} > {tolerance:G4}");
}
}
}

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using System;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
namespace Aetheria.EditorTools
{
/// <summary>
/// Batchmode check for the flow as the scene runs it (campaign aetheria-fauna, cut fauna-flow-field; target
/// invariants flow-one-owner and flow-shader-parity). FlowFieldParityVerify proves the HLSL against FlowField with
/// no scene loaded; this opens ARPG.unity, lets VolumeSampling and Stardust initialise as the game does, drives
/// their own Start and Update with a zone attached, and asserts what the presenters did:
/// - nothing threw and nothing logged an error (a type that cannot initialise in a scene, as VolumeSampling once
/// could when it created its keywords in a static field initializer, throws on its first use);
/// - FLOW_GLOBAL and FLOW_SLOPE are enabled, _FlowAmplitude is the zone's, and the nebula noise clock is the zone's;
/// - the stardust particle buffer changes with the flow and freezes when the zone pauses;
/// - CloudShader pass 0 carries the FLOW_* keywords.
/// The scene is opened before any Aetheria type is touched: run this method alone in its own Unity session, never
/// after FlowFieldParityVerify (which would initialise VolumeSampling outside a MonoBehaviour constructor).
/// Dispatches compute and renders, so it needs a graphics device: run WITHOUT -nographics.
/// Unity -batchmode -projectPath &lt;repo&gt; -executeMethod Aetheria.EditorTools.FlowFieldSceneVerify.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 FlowFieldSceneVerify
{
const string Tag = "[FlowFieldSceneVerify]";
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;
try
{
// Before anything else touches the project's types: the scene constructs its MonoBehaviours here.
EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
Check();
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;
}
EditorApplication.Exit(_ok ? 0 : 1);
}
static void Check()
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")
?? throw new InvalidOperationException("No Settings.asset.");
var agm = UnityEngine.Object.FindObjectsByType<ActionGameManager>(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
var volume = UnityEngine.Object.FindObjectsByType<VolumeSampling>(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
var dust = UnityEngine.Object.FindObjectsByType<Stardust>(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
if (agm == null || volume == null || dust == null)
{
Fail("scene-objects", $"ARPG.unity has ActionGameManager={agm != null}, VolumeSampling={volume != null}, Stardust={dust != null}");
return;
}
// Every flow term live, so FLOW_SLOPE is on; and the same flow with every amplitude zero.
var on = new FlowSettings
{
GlobalScale = 512f, GlobalAmplitude = 15f, GlobalScrollSpeed = .025f, Period = 8f, SlopeAmplitude = 3f, SwirlAmplitude = 5f
};
var off = new FlowSettings { GlobalScale = on.GlobalScale, GlobalScrollSpeed = on.GlobalScrollSpeed, Period = on.Period };
var work = Path.Combine(Path.GetTempPath(), "flow-scene-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(work);
try
{
var zone = FlowFieldParityVerify.BuildZone(settings, work, on, 86400.0 * 3 + 12.3);
typeof(ActionGameManager).GetProperty("Instance").GetSetMethod(true).Invoke(null, new object[] { agm });
typeof(ActionGameManager).GetProperty("Zone").GetSetMethod(true).Invoke(agm, new object[] { zone });
if (agm.Settings == null) agm.Settings = settings;
Call(volume, "Start");
Call(volume, "Update");
if (!Shader.IsKeywordEnabled("FLOW_GLOBAL")) Fail("scene-keywords", "FLOW_GLOBAL is not enabled after VolumeSampling.Update");
if (!Shader.IsKeywordEnabled("FLOW_SLOPE")) Fail("scene-keywords", "FLOW_SLOPE is not enabled after VolumeSampling.Update");
if (Shader.GetGlobalFloat("_FlowAmplitude") != on.GlobalAmplitude)
Fail("scene-amplitude", $"_FlowAmplitude is {Shader.GetGlobalFloat("_FlowAmplitude")}, the zone's flow has {on.GlobalAmplitude}");
var scroll = Shader.GetGlobalVector("_FlowScroll");
if (scroll.x != zone.FlowScroll.x || scroll.y != zone.FlowScroll.y)
Fail("scene-scroll", $"_FlowScroll ({scroll.x}, {scroll.y}) is not the zone's ({zone.FlowScroll.x}, {zone.FlowScroll.y})");
var noiseTime = Shader.GetGlobalFloat("_NebulaNoiseTime");
if (noiseTime != (float) zone.ExactTime)
Fail("scene-noise-clock", $"_NebulaNoiseTime is {noiseTime}, the zone's time is {(float) zone.ExactTime}");
CheckCloudKeywords();
// Stardust follows the flow through its own dispatch: the particle buffer read back each frame.
Call(dust, "Start");
var bufferField = typeof(Stardust).GetField("_particlesBuffer", BindingFlags.NonPublic | BindingFlags.Instance);
float[] Frame()
{
Call(dust, "Update");
var buffer = (ComputeBuffer) bufferField.GetValue(dust);
var data = new float[buffer.count * 7];
buffer.GetData(data);
return data;
}
var flowing = Frame();
VolumeSampling.LowerFlow(off, VolumeSampling.FlowClock);
var still = Frame();
if (Differing(flowing, still) == 0) Fail("scene-stardust", "the particle buffer is the same with the zone's flow and with no flow");
// A paused zone freezes the particles and the nebula noise clock; a running one moves both.
Call(volume, "Update");
zone.Update(0f);
Call(volume, "Update");
if (Differing(flowing, Frame()) != 0) Fail("scene-stardust-pause", "the particle buffer moved while the zone was paused");
if (Shader.GetGlobalFloat("_NebulaNoiseTime") != noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime moved while the zone was paused");
zone.Update(.05f);
Call(volume, "Update");
if (Differing(flowing, Frame()) == 0) Fail("scene-stardust-run", "the particle buffer did not move while the zone ran");
if (Shader.GetGlobalFloat("_NebulaNoiseTime") == noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime did not move while the zone ran");
}
finally
{
try { Directory.Delete(work, true); } catch { }
}
}
// CloudShader's pass 0 compiles with the flow keywords (it must #include_with_pragmas the shared include).
static void CheckCloudKeywords()
{
var shader = AssetDatabase.LoadAssetAtPath<Shader>("Assets/Shaders/Raymarching/CloudShader.shader");
if (shader == null) { Fail("scene-cloud-keywords", "No CloudShader.shader."); return; }
var keywords = ShaderUtil.GetPassKeywords(shader, new PassIdentifier(0, 0), UnityEditor.Rendering.ShaderType.Fragment)
.Select(keyword => keyword.name).ToArray();
foreach (var name in new[] { "FLOW_GLOBAL", "FLOW_SLOPE" })
if (!keywords.Contains(name)) Fail("scene-cloud-keywords", $"CloudShader pass 0 does not carry {name}");
}
static int Differing(float[] a, float[] b)
{
var count = 0;
for (var i = 0; i < a.Length; i++)
if (Math.Abs(a[i] - b[i]) > 1e-4f) count++;
return count;
}
// The presenters' own Start and Update, as the game calls them; an exception is a failure that names the type.
static void Call(object target, string method)
{
var info = target.GetType().GetMethod(method, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (info == null) { Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} not found"); return; }
try { info.Invoke(target, null); }
catch (TargetInvocationException e)
{
Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} threw {e.InnerException?.GetType().Name}");
}
}
}
}

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public class ZoneEnvironment
{
[JsonProperty("nebula"), Key(0)] public NebulaSettings Nebula;
[JsonProperty("flow"), Key(1)] public FlowSettings Flow;
// Key 1 is retired (it held the flow, now PlanetSettings.Flow); never reuse it.
[JsonProperty("noise"), Key(2)] public NoiseSettings Noise;
[JsonProperty("lighting"), Key(3)] public AmbientLightingSettings Lighting;
[JsonProperty("grid"), Key(4)] public GridSettings Grid;

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using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
/// <summary>
/// The global flow law: the one definition of the drift that stardust and nebula follow and that the sim knows.
/// A pure function of the zone's FlowSettings, a position, a scroll and a downhill gradient; nothing here keeps
/// a clock. Zone.Flow evaluates it at zone time. Assets/Shaders/Volumetric.cginc (globalFlow, slopeFlow) is its
/// HLSL lowering, driven by VolumeSampling.LowerFlow and pinned to it by Aetheria.EditorTools.FlowFieldParityVerify.
/// </summary>
public static class FlowField
{
// The second octave of the noise samples at position * Golden (Volumetric.cginc Tri3D).
const float Golden = 1.61803398875f;
// The scroll of the noise field, in field units: speed times zone time, for each of the two octaves, as a phase.
// Every term of Tri3D reaches the scrolled axis through frac, so a phase is only meaningful modulo 1: the fold
// happens here in double, where zone time is exact, and the float that reaches the shaders is in [0, 1) however
// old the zone is. x is the first octave's phase, y the second's (the second octave's axis is scaled by Golden).
public static float2 Scroll(FlowSettings settings, double zoneTime)
{
var scroll = (double) settings.GlobalScrollSpeed * zoneTime;
return float2(Phase(scroll), Phase(scroll * Golden));
}
// A phase in [0, 1) strictly: a double just below an integer rounds up to 1f in the cast, and 1 is 0 modulo 1.
static float Phase(double value)
{
var phase = (float) frac(value);
return phase < 1f ? phase : 0f;
}
// The phase of a cycle of `period` seconds at zone time, in [0, 1). The nebula's flow-advected noise cycles and
// Stardust's particle lifetimes take their phase from here, so drift follows sim time and stops with the sim.
public static float Cycle(double zoneTime, float period) => period == 0f ? 0f : Phase(zoneTime / period);
// The procedural term (Volumetric.cginc globalFlow): a Tri3D field of position / scale, scrolled along y.
// Skipped when its amplitude is zero, as the shader's FLOW_GLOBAL keyword skips it.
public static float3 Global(FlowSettings settings, float3 position, float2 scroll)
{
if (settings.GlobalAmplitude == 0f) return float3.zero;
var field = position / settings.GlobalScale;
var sample = Tri3D(field - float3(0f, scroll.x, 0f), field * Golden - float3(0f, scroll.y, 0f)) * settings.GlobalAmplitude;
sample.y *= .5f;
return sample;
}
// The slope term (Volumetric.cginc slopeFlow): swirl around and slide along the gravity gradient.
// `downhill` is the DOWNHILL gradient, -grad(height) in world xz. The shader's texel gradient is that same
// vector (getUV negates the world x and z axes), and Zone.GetNormal's xz is proportional to it.
// Skipped when both amplitudes are zero (the FLOW_SLOPE keyword), and zero for a zero gradient.
public static float3 Slope(FlowSettings settings, float2 downhill)
{
if (settings.SlopeAmplitude == 0f && settings.SwirlAmplitude == 0f) return float3.zero;
if (dot(downhill, downhill) == 0f) return float3.zero;
var direction = normalize(downhill);
return float3(direction.y, 0f, -direction.x) * settings.SwirlAmplitude
+ float3(direction.x, 0f, direction.y) * settings.SlopeAmplitude;
}
public static float3 At(FlowSettings settings, float3 position, float2 scroll, float2 downhill) =>
Global(settings, position, scroll) + Slope(settings, downhill);
// Volumetric.cginc tri / tri3 / Tri3D, term for term.
static float Tri(float x) => abs(frac(x) - .5f);
static float3 Tri3(float3 p) =>
float3(Tri(p.z + Tri(p.y)), Tri(p.z + Tri(p.x)), Tri(p.y + Tri(p.x)));
// The two octaves' positions are given already scrolled (see Scroll).
static float3 Tri3D(float3 p, float3 pGolden)
{
var t1 = normalize(Tri3(p));
var t2 = normalize(Tri3(pGolden));
return cross(t1, t2);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8105a45840c4552459aaf44e6c0e19ce

View file

@ -32,6 +32,9 @@ public class PlanetSettings
public float SecureAreaRadiusMultiplier = .45f;
public ExponentialCurve OrbitPeriod;
// The global flow stardust and nebula follow and the sim knows (FlowField). Zero flow by default.
public FlowSettings Flow = new FlowSettings();
}
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]

View file

@ -110,7 +110,7 @@ public class Zone
}
// Zone time at full precision, for the index's orbital keys, which must agree with ChunkPose's own.
internal double ExactTime => _time;
public double ExactTime => _time;
public ZonePack Pack { get; }
public GalaxyZone GalaxyZone { get; }
public Galaxy Galaxy { get; }
@ -695,6 +695,20 @@ public class Zone
return GravityAcceleration(new float2(normal.x, normal.z), Settings.GravityStrength);
}
// The global flow velocity at `position` in zone time, in u/s (FlowField is the law). The slope term reads the
// downhill gradient, which GetNormal's xz is proportional to.
public float3 Flow(float3 position)
{
var normal = GetNormal(position.xz);
return FlowField.At(Settings.Flow, position, FlowScroll, new float2(normal.x, normal.z));
}
// The flow's noise scroll at zone time (Zone.Flow evaluates at exactly this); lowered to the shaders' _FlowScroll.
public float2 FlowScroll => FlowField.Scroll(Settings.Flow, _time);
// The phase of a cycle of `period` seconds at zone time, for presenters that animate on the flow.
public float CyclePhase(float period) => FlowField.Cycle(_time, period);
public static float PowerPulse(float x, float exponent)
{
x *= 2;

View file

@ -27,16 +27,11 @@ public class VolumeSampling : MonoBehaviour
public RenderTexture NebulaTint;
private MeshRenderer _gridMeshRenderer;
private float _flowScroll;
private Transform _gridTransform;
private GlobalKeyword _keywordFlowGlobal;
private GlobalKeyword _keywordFlowSlope;
private GlobalKeyword _keywordNoiseSlope;
private void Start()
{
_keywordFlowGlobal = GlobalKeyword.Create("FLOW_GLOBAL");
_keywordFlowSlope = GlobalKeyword.Create("FLOW_SLOPE");
_keywordNoiseSlope = GlobalKeyword.Create("NOISE_SLOPE");
if (GridMesh != null)
@ -52,6 +47,7 @@ public class VolumeSampling : MonoBehaviour
Shader.SetGlobalVector("_GridTransform", new Vector4(_gridTransform.position.x,_gridTransform.position.z,GridCamera.orthographicSize*2));
var environment = ActionGameManager.Instance?.CurrentEnvironment ?? Settings.DefaultEnvironment;
var clock = FlowClock;
if (GridMesh != null)
{
@ -91,18 +87,46 @@ public class VolumeSampling : MonoBehaviour
Shader.SetGlobalFloat("_NebulaNoiseExponent", environment.Noise.Exponent);
Shader.SetGlobalFloat("_NebulaNoiseAmplitude", environment.Noise.Amplitude);
Shader.SetGlobalFloat("_NebulaNoiseSpeed", environment.Noise.Speed);
// The noise the flow advects evolves on the flow's clock too: it pauses with the sim.
Shader.SetGlobalFloat("_NebulaNoiseTime", (float) clock);
Shader.SetGlobalFloat("_NebulaNoiseSlopeExponent", environment.Noise.SlopeExponent);
Shader.SetGlobalFloat("_FlowScale", environment.Flow.GlobalScale);
Shader.SetGlobalFloat("_FlowAmplitude", environment.Flow.GlobalAmplitude);
Shader.SetGlobalFloat("_FlowSlopeAmplitude", environment.Flow.SlopeAmplitude);
Shader.SetGlobalFloat("_FlowSwirlAmplitude", environment.Flow.SwirlAmplitude);
_flowScroll += environment.Flow.GlobalScrollSpeed * Time.deltaTime;
Shader.SetGlobalFloat("_FlowScroll", _flowScroll);
Shader.SetGlobalFloat("_FlowPeriod", environment.Flow.Period);
Shader.SetKeyword(_keywordFlowGlobal, environment.Flow.GlobalAmplitude != 0);
Shader.SetKeyword(_keywordFlowSlope, environment.Flow.SlopeAmplitude != 0 || environment.Flow.SwirlAmplitude != 0);
// The flow is the zone's: its settings and its time. Without a zone (menus) the same law runs on the presentation clock.
LowerFlow(ActionGameManager.Instance?.Zone?.Settings.Flow ?? Settings.PlanetSettings.Flow, clock);
Shader.SetKeyword(_keywordNoiseSlope, environment.Noise.SlopeExponent != 0);
}
// GlobalKeyword's constructor only looks a keyword up; Create registers it. The shaders' pragmas and this owner
// agree on the names. Unity refuses Create inside a MonoBehaviour's construction, and a scene constructing the
// first VolumeSampling runs this type's static initializer there, so the keywords are created on first use, from
// LowerFlow, never in a field initializer.
static GlobalKeyword? _keywordFlowGlobal;
static GlobalKeyword? _keywordFlowSlope;
static GlobalKeyword KeywordFlowGlobal => _keywordFlowGlobal ??= GlobalKeyword.Create("FLOW_GLOBAL");
static GlobalKeyword KeywordFlowSlope => _keywordFlowSlope ??= GlobalKeyword.Create("FLOW_SLOPE");
/// <summary>
/// The time the flow runs on: the zone's own (so drift stops with the sim and follows sim speed), or on menus,
/// where no zone exists, the presentation clock.
/// </summary>
public static double FlowClock => ActionGameManager.Instance?.Zone?.ExactTime ?? Time.timeSinceLevelLoad;
/// <summary>
/// The one place that sets the flow uniforms and keywords: every shader flow term derives from FlowSettings and
/// the flow clock through FlowField, so no presenter keeps its own flow clock.
/// </summary>
public static void LowerFlow(FlowSettings flow, double flowClock)
{
Shader.SetGlobalFloat("_FlowScale", flow.GlobalScale);
Shader.SetGlobalFloat("_FlowAmplitude", flow.GlobalAmplitude);
Shader.SetGlobalFloat("_FlowSlopeAmplitude", flow.SlopeAmplitude);
Shader.SetGlobalFloat("_FlowSwirlAmplitude", flow.SwirlAmplitude);
var scroll = FlowField.Scroll(flow, flowClock);
Shader.SetGlobalVector("_FlowScroll", new Vector4(scroll.x, scroll.y));
Shader.SetGlobalFloat("_FlowPeriod", flow.Period);
Shader.SetGlobalFloat("_FlowCycle", FlowField.Cycle(flowClock, flow.Period));
Shader.SetKeyword(KeywordFlowGlobal, flow.GlobalAmplitude != 0);
Shader.SetKeyword(KeywordFlowSlope, flow.SlopeAmplitude != 0 || flow.SwirlAmplitude != 0);
}
}

View file

@ -0,0 +1,27 @@
// Evaluates the shader flow functions for a buffer of positions and gradients, so that
// Aetheria.EditorTools.FlowFieldParityVerify can compare them with FlowField (ServerShared). Reads the same global
// _Flow* uniforms the nebula and stardust read, set by VolumeSampling.LowerFlow.
#pragma kernel Evaluate
// A compute shader declares the global keywords itself (as Stardust.compute does); the flow() it calls is keyword-gated.
#pragma multi_compile __ FLOW_GLOBAL
#pragma multi_compile __ FLOW_SLOPE
#include "Assets/Shaders/Volumetric.cginc"
StructuredBuffer<float3> positions;
StructuredBuffer<float2> gradients;
RWStructuredBuffer<float3> globalOut;
RWStructuredBuffer<float3> slopeOut;
RWStructuredBuffer<float3> gatedOut; // flow(): the keyword-gated function the nebula and stardust call
RWStructuredBuffer<float> noiseOut; // triNoise3d: the nebula noise the flow advects
uint count;
[numthreads(64, 1, 1)]
void Evaluate(uint3 id : SV_DispatchThreadID)
{
if (id.x >= count) return;
globalOut[id.x] = globalFlow(positions[id.x]);
slopeOut[id.x] = slopeFlow(gradients[id.x]);
gatedOut[id.x] = flow(positions[id.x]);
noiseOut[id.x] = triNoise3d(positions[id.x] / 512);
}

View file

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: fd5f95c7d7c63b243aadd16f6e9dc702
ComputeShaderImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -25,7 +25,7 @@ Texture2D HueTexture;
SamplerState samplerHueTexture;
float period;
float time;
float phase; // the cycle phase from zone time (FlowField.Cycle), in [0, 1)
float spacing;
float ceilingHeight;
float floorHeight;
@ -125,7 +125,7 @@ void UpdateParticles(uint3 id : SV_DispatchThreadID, int3 groupID : SV_GroupThre
uint xp = x + xt + offset;
uint yp = y + yt + offset;
const float lifetime = frac(time / period + RandomFirst(xp, yp));
const float lifetime = frac(phase + RandomFirst(xp, yp));
particles[id.x].position = float3(
x * spacing + xt * spacing + perlinNoise1D(RandomValue()*1024)*spacing, 0,

View file

@ -36,7 +36,6 @@ public class Stardust : MonoBehaviour
//public Transform TargetTransform;
public Camera GravityCamera;
private float _flowScroll;
private const int GROUP_SIZE = 128;
private int _updateParticlesKernel;
#endregion
@ -102,7 +101,8 @@ public class Stardust : MonoBehaviour
//Bind resources to compute shader
ParticleCalculation.SetBuffer(_updateParticlesKernel, "particles", _particlesBuffer);
ParticleCalculation.SetFloat("time", Time.time);
// Particle lifetimes cycle on the flow clock (zone time), so the dust stops with the sim like everything the flow moves.
ParticleCalculation.SetFloat("phase", FlowField.Cycle(VolumeSampling.FlowClock, Period));
var pos = GravityCamera.transform.position;
ParticleCalculation.SetFloat("period", Period);

View file

@ -33,7 +33,7 @@ uniform half _NebulaFillDensity,
_NebulaNoiseSlopeExponent,
_FlowScale,
_FlowAmplitude,
_FlowScroll,
_FlowCycle,
_FlowPeriod,
_FlowSlopeAmplitude,
_FlowSwirlAmplitude,
@ -42,6 +42,9 @@ uniform half _NebulaFillDensity,
_DynamicLodHigh,
_DynamicIntensity,
_DynamicSkyBoost;
float2 _FlowScroll;
// The flow clock (zone time, VolumeSampling.FlowClock): the nebula noise evolves on it, never on _Time.
float _NebulaNoiseTime;
inline float tri(in float x){return abs(frac(x)-.5);}
inline float3 tri3(in float3 p){return float3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));}
@ -54,7 +57,7 @@ float triNoise3d(in float3 p)
for (float i=0.; i<=1.; i++ )
{
float3 dg = tri3(bp * 2.);
p += dg + _Time.y * _NebulaNoiseSpeed;
p += dg + _NebulaNoiseTime * _NebulaNoiseSpeed;
bp *= 1.8;
z *= 1.5;
@ -66,10 +69,11 @@ float triNoise3d(in float3 p)
return rz;
}
float3 Tri3D( float3 P )
// The two octaves' positions arrive already scrolled (FlowField.Scroll folds each octave's phase in double).
float3 Tri3D( float3 P, float3 PGolden )
{
float3 t1 = normalize(tri3(P));
float3 t2 = normalize(tri3(P * 1.61803398875));
float3 t2 = normalize(tri3(PGolden));
return cross(t1,t2);
}
@ -129,13 +133,15 @@ float3 gravNormal (float2 grad)
float3 globalFlow(float3 pos)
{
float3 flowSample = Tri3D( pos / _FlowScale - float3(0,_FlowScroll,0) ) * _FlowAmplitude;
const float3 field = pos / _FlowScale;
float3 flowSample = Tri3D( field - float3(0,_FlowScroll.x,0), field * 1.61803398875 - float3(0,_FlowScroll.y,0) ) * _FlowAmplitude;
flowSample.y *= .5;
return flowSample;
}
float3 slopeFlow(float2 grad)
{
if (dot(grad, grad) == 0) return 0;
float2 ngrad = normalize(grad);
return float3(ngrad.y, 0, -ngrad.x) * _FlowSwirlAmplitude + float3(ngrad.x, 0, ngrad.y) * _FlowSlopeAmplitude;
}
@ -197,13 +203,13 @@ float density(float3 pos)
#endif
#endif
const float lerp1 = frac(_Time.y / _FlowPeriod);
const float lerp2 = frac(_Time.y / _FlowPeriod + .5);
const float lerp1 = frac(_FlowCycle);
const float lerp2 = frac(_FlowCycle + .5);
const float noise1 = pow(triNoise3d((pos+fl.xyz * (lerp1 - .5) * _FlowPeriod) / _NebulaNoiseScale),exponent) * tri2(lerp1);
const float noise2 = pow(triNoise3d((pos+fl.xyz * (lerp2 - .5) * _FlowPeriod) / _NebulaNoiseScale),exponent) * tri2(lerp2);
pos.y += (noise1 + noise2) * heightFade * _NebulaNoiseAmplitude;
const float lerp3 = frac(_Time.y / _FlowPeriod * 2 + .25);
const float lerp4 = frac(_Time.y / _FlowPeriod * 2 + .75);
const float lerp3 = frac(_FlowCycle * 2 + .25);
const float lerp4 = frac(_FlowCycle * 2 + .75);
const float noise3 = pow(triNoise3d((pos+fl.xyz * (lerp3 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), exponent) * tri2(lerp3);
const float noise4 = pow(triNoise3d((pos+fl.xyz * (lerp4 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), exponent) * tri2(lerp4);
pos.y -= (noise3 + noise4) * heightFade * _NebulaNoiseAmplitude / 2;

View file

@ -0,0 +1,319 @@
using System;
using System.IO;
using CultMath;
using GameCult.Caching;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
// The global flow as a world fact (campaign aetheria-fauna, cut fauna-flow-field; ruling sim-knows-the-flow; target
// invariants flow-one-owner and flow-step-free). Every test reads Zone.Flow / Zone.FlowScroll, the path a fauna
// class will read, from zones built the way the other ServerShared tests build them.
public sealed class FlowFieldTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-flow-" + Guid.NewGuid().ToString("N"));
private readonly CultCache _cache;
private readonly ItemManager _items;
public FlowFieldTests()
{
Directory.CreateDirectory(_root);
_cache = AetheriaStores.Open(Path.Combine(_root, "flow.cc"), catalogWritable: true);
_cache.Upsert(new VerseGrammar { Revision = 1 });
_cache.FlushAsync().Wait();
var settings = new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp(),
TargetDetectionInfoThreshold = .1f, TargetGearInfoThreshold = .8f,
FiringArc = 170, CommitHorizon = .5f, SchematicCellSize = 2f
};
_items = new ItemManager(_cache, new ProvenanceLedger(), settings, _ => { });
}
public void Dispose()
{
_cache.Dispose();
Directory.Delete(_root, true);
}
private static FlowSettings Flow(float amplitude = 15f, float slide = 0f, float swirl = 0f) => new FlowSettings
{
GlobalScale = 512f, GlobalAmplitude = amplitude, GlobalScrollSpeed = .025f, Period = 8f,
SlopeAmplitude = slide, SwirlAmplitude = swirl
};
// A zone at `time` (the pack's clock, as a saved zone restores it), flat unless `depth` digs the zone's own well.
private Zone ZoneWith(FlowSettings flow, double time = 0, float depth = 0f) => new Zone(_items,
new PlanetSettings { Flow = flow, ZoneDepth = depth, ZoneDepthExponent = 2f },
new ZonePack { Time = time }, new GalaxyZone { Name = "Flow Zone", Owner = null }, null);
private static readonly float3[] Probes =
{
new float3(0, 0, 0), new float3(37.5f, 12f, -80.25f), new float3(-410f, -30f, 125f),
new float3(1234f, 50f, 987f), new float3(-2501f, 7f, -3333f), new float3(9000f, 90f, -4000f)
};
private static void AssertClose(float3 expected, float3 actual, float tolerance = 1e-3f)
{
Assert.True(abs(expected.x - actual.x) <= tolerance && abs(expected.y - actual.y) <= tolerance &&
abs(expected.z - actual.z) <= tolerance, $"expected {expected} but flow was {actual}");
}
[Fact]
public void ScrollIsSpeedTimesZoneTime()
{
// The flow at zone time t is the flow at time 0 of a field moved along y by -scale * speed * t, so the
// noise scrolls by speed x zone time and nothing else (an odd t keeps the shift off a whole field period).
const double t = 7.0;
var flow = Flow();
var later = ZoneWith(flow, t);
var start = ZoneWith(flow, 0);
var shift = flow.GlobalScale * flow.GlobalScrollSpeed * (float) t;
foreach (var p in Probes)
AssertClose(start.Flow(new float3(p.x, p.y - shift, p.z)), later.Flow(p));
Assert.Equal(flow.GlobalScrollSpeed * t, later.FlowScroll.x, 6);
Assert.Equal(float2(0f, 0f), start.FlowScroll);
}
[Fact]
public void FlowDoesNotDependOnStepSize()
{
var fine = ZoneWith(Flow());
var coarse = ZoneWith(Flow());
for (var i = 0; i < 60; i++) fine.Update(1f / 60f);
for (var i = 0; i < 7; i++) coarse.Update(1f / 7f);
Assert.Equal(1.0, fine.Time, 4);
Assert.Equal(1.0, coarse.Time, 4);
foreach (var p in Probes) AssertClose(fine.Flow(p), coarse.Flow(p));
Assert.Equal(fine.FlowScroll.x, coarse.FlowScroll.x, 5);
Assert.Equal(fine.FlowScroll.y, coarse.FlowScroll.y, 5);
// The flow moved: a scroll of 0.025 per second is a different field from the start, somewhere.
var start = ZoneWith(Flow());
Assert.Contains(Probes, p => length(start.Flow(p) - fine.Flow(p)) > .05f);
}
[Fact]
public void ZeroAmplitudesGiveZeroFlowAndNoNaN()
{
// All amplitudes zero (and a zero scale a bad config could carry): no term runs, so nothing divides by zero.
var none = ZoneWith(new FlowSettings());
foreach (var p in Probes) Assert.Equal(float3.zero, none.Flow(p));
// A zone built from default PlanetSettings has no flow, the baseline every other ServerShared test relies on.
var defaults = new Zone(_items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Default", Owner = null }, null);
foreach (var p in Probes) Assert.Equal(float3.zero, defaults.Flow(p));
// A term with zero amplitudes is skipped outright: not even a gradient that cannot be normalised reaches it.
var unusable = float2(float.PositiveInfinity, float.NaN);
Assert.Equal(float3.zero, FlowField.Slope(new FlowSettings(), unusable));
// A flat zone has a zero gradient; swirl and slide are zero there, never NaN.
var flat = ZoneWith(Flow(amplitude: 0f, slide: 1f, swirl: 1f));
foreach (var p in Probes)
{
var f = flat.Flow(p);
Assert.False(float.IsNaN(f.x) || float.IsNaN(f.y) || float.IsNaN(f.z), "zero gradient gave NaN");
Assert.Equal(float3.zero, f);
}
}
[Fact]
public void SlopeTermSwirlsAndSlidesOnTheGradient()
{
// The zone's own well is deepest at the origin: downhill at p is toward it.
var at = new float3(500f, 3f, 300f);
var downhill = normalize(float2(-at.x, -at.z));
var slide = ZoneWith(Flow(amplitude: 0f, slide: 1.5f), depth: 64f).Flow(at);
Assert.Equal(0f, slide.y, 4);
Assert.Equal(1.5f * downhill.x, slide.x, 2);
Assert.Equal(1.5f * downhill.y, slide.z, 2);
// Swirl is perpendicular to downhill, and has a handedness: (down.y, -down.x).
var swirl = ZoneWith(Flow(amplitude: 0f, swirl: 2f), depth: 64f).Flow(at);
Assert.Equal(0f, swirl.y, 4);
Assert.Equal(2f * downhill.y, swirl.x, 2);
Assert.Equal(-2f * downhill.x, swirl.z, 2);
Assert.Equal(0f, dot(float2(swirl.x, swirl.z), downhill), 2);
Assert.Equal(2f, length(float2(swirl.x, swirl.z)), 2);
}
[Fact]
public void ZoneFlowReadsItsPlanetSettings()
{
var one = ZoneWith(Flow(amplitude: 15f), 3.0);
var two = ZoneWith(Flow(amplitude: 30f), 3.0);
foreach (var p in Probes) AssertClose(one.Flow(p) * 2f, two.Flow(p));
// The flow is live (the origin is a legitimate zero of the field, so it is not every probe).
Assert.Contains(Probes, p => length(one.Flow(p)) > 1f);
}
[Fact]
public void ZoneFlowIsTheLawAtTheScrollTheShaderGets()
{
// Zone.Flow and the lowered scroll are one zone-time value: the flow at p is the law evaluated at the zone's
// own FlowScroll, after any run of steps (a flow that ran ahead of or behind the shader's scroll differs here).
var zone = ZoneWith(Flow(), 3.25);
for (var step = 0; step < 90; step++)
{
zone.Update(1f / 60f);
foreach (var p in Probes) AssertClose(FlowField.Global(Flow(), p, zone.FlowScroll), zone.Flow(p), 1e-4f);
}
}
[Fact]
public void PausedSimFreezesTheFlowPhases()
{
// Presenters take their cycle phase from zone time: a zone that does not advance does not move them, and a
// zone that does moves them by dt / period (mod 1).
const float period = 8f;
var zone = ZoneWith(Flow(), 5.0);
var before = zone.CyclePhase(period);
var scroll = zone.FlowScroll;
zone.Update(0f);
Assert.Equal(before, zone.CyclePhase(period));
Assert.Equal(scroll, zone.FlowScroll);
zone.Update(2f);
Assert.Equal(frac(before + 2f / period), zone.CyclePhase(period), 5);
Assert.InRange(zone.CyclePhase(period), 0f, .9999999f);
}
[Theory]
[InlineData(1)]
[InlineData(10)]
public void ScrollKeepsAdvancingAtDaysOfZoneTime(int days)
{
// Zone time persists and only grows. A float of speed x time stops resolving a 1/60 s step after days; the
// phases the shader gets stay in [0, 1) and advance by speed x dt on every step.
const double dt = 1.0 / 60.0;
var flow = Flow();
var zone = ZoneWith(flow, days * 86400.0 + .1);
var previous = zone.FlowScroll;
for (var step = 0; step < 30; step++)
{
zone.Update((float) dt);
var now = zone.FlowScroll;
Assert.InRange(now.x, 0f, .9999999f);
Assert.InRange(now.y, 0f, .9999999f);
var dx = now.x - previous.x;
var dy = now.y - previous.y;
if (dx < -.5f) dx += 1f;
if (dy < -.5f) dy += 1f;
var expected = flow.GlobalScrollSpeed * dt;
Assert.InRange((double) dx, expected - 5e-7, expected + 5e-7);
Assert.InRange((double) dy, expected * 1.61803398875 - 5e-7, expected * 1.61803398875 + 5e-7);
previous = now;
}
}
// The law as Volumetric.cginc spelled it before the per-octave fold: Tri3D(p) with p * Golden for the second
// octave and p = pos / scale - (0, speed * t, 0), in double with the unfolded scroll. The oracle the fold must
// agree with; it shares no code with FlowField.
// The origin is a degenerate point of the field (a zero cross product), where no law can be compared.
private static readonly float3[] OffOrigin = Probes[1..];
private static double OTri(double x) => Math.Abs(x - Math.Floor(x) - .5);
private static double[] OTri3(double x, double y, double z) => new[] { OTri(z + OTri(y)), OTri(z + OTri(x)), OTri(y + OTri(x)) };
private static double[] ONormalize(double[] v)
{
var l = Math.Sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
return new[] { v[0] / l, v[1] / l, v[2] / l };
}
private static double[] UnfoldedLaw(FlowSettings f, float3 p, double t)
{
double g = 1.61803398875f;
var s = (double) f.GlobalScrollSpeed * t;
double x = p.x / (double) f.GlobalScale, y = p.y / (double) f.GlobalScale - s, z = p.z / (double) f.GlobalScale;
var t1 = ONormalize(OTri3(x, y, z));
var t2 = ONormalize(OTri3(x * g, y * g, z * g));
var c = new[] { t1[1] * t2[2] - t1[2] * t2[1], t1[2] * t2[0] - t1[0] * t2[2], t1[0] * t2[1] - t1[1] * t2[0] };
return new[] { c[0] * f.GlobalAmplitude, c[1] * f.GlobalAmplitude * .5, c[2] * f.GlobalAmplitude };
}
private static double Distance(float3 a, double[] b) =>
Math.Sqrt((a.x - b[0]) * (a.x - b[0]) + (a.y - b[1]) * (a.y - b[1]) + (a.z - b[2]) * (a.z - b[2]));
[Fact]
public void FoldedScrollIsTheUnfoldedLawAtAnyAge()
{
// fold-law: the phase each octave gets is the unfolded speed x time (second octave: x Golden), folded once in
// double. Computing the second from the folded first (frac(frac(s) x Golden)) agrees below 40 s and nowhere after.
var f = Flow();
foreach (var t in new[] { 0.0, 3.1, 39.99, 40.0, 40.01, 86400.0, 864000.0 + .3, 8640000.0 + .7 })
foreach (var p in OffOrigin)
Assert.True(Distance(FlowField.Global(f, p, FlowField.Scroll(f, t)), UnfoldedLaw(f, p, t)) / f.GlobalAmplitude < 5e-5,
$"t={t} p={p}");
}
[Fact]
public void NoJumpWhereAPhaseWraps()
{
// Each octave's phase wraps at its own times (the first every 40 s of zone time at speed .025): across a wrap
// the flow moves by what the unfolded law moves, so nothing jumps.
var f = Flow();
double speed = f.GlobalScrollSpeed, golden = 1.61803398875f;
const double h = 1.0 / 120.0;
foreach (var (octave, cycles) in new[] { (0, 1.0), (0, 21600.0), (1, 1.0), (1, 34950.0) })
{
var t = octave == 0 ? cycles / speed : cycles / (speed * golden);
var before = FlowField.Scroll(f, t - h);
var after = FlowField.Scroll(f, t + h);
Assert.True(octave == 0 ? before.x > .9f && after.x < .1f : before.y > .9f && after.y < .1f,
$"octave {octave} cycles {cycles}: the probe times do not straddle a wrap");
foreach (var p in OffOrigin)
{
var folded = FlowField.Global(f, p, after) - FlowField.Global(f, p, before);
var a = UnfoldedLaw(f, p, t + h);
var b = UnfoldedLaw(f, p, t - h);
Assert.True(Distance(folded, new[] { a[0] - b[0], a[1] - b[1], a[2] - b[2] }) / f.GlobalAmplitude < 1e-4,
$"octave {octave} cycles {cycles} p={p}");
}
}
}
[Theory]
[InlineData(10)]
[InlineData(100)]
public void CycleKeepsAdvancingAtDays(int days)
{
// The cycle phase takes zone time in double: a float zone time at 10 days (8.6e5 s) resolves 0.06 s and at
// 100 days 1 s, so a 1/60 s step would not move the phase.
foreach (var period in new[] { 8f, .25f })
{
const double dt = 1.0 / 60.0;
var time = days * 86400.0 + .1;
var previous = FlowField.Cycle(time, period);
for (var step = 0; step < 30; step++)
{
time += dt;
var now = FlowField.Cycle(time, period);
var advance = now - previous;
if (advance < -.5f) advance += 1f;
Assert.InRange((double) advance, dt / period - 1e-5, dt / period + 1e-5);
previous = now;
}
}
}
[Fact]
public void PhasesAreStrictlyBelowOne()
{
// A phase just below an integer rounds to 1f in a float cast; the contract is [0, 1), so it reads 0 instead
// (1 is 0 modulo 1: the flow there is the flow at 0).
var f = Flow();
double speed = f.GlobalScrollSpeed, golden = 1.61803398875f;
foreach (var gap in new[] { 1e-9, 1e-12 })
{
var first = FlowField.Scroll(f, (1.0 - gap) / speed);
var second = FlowField.Scroll(f, (2.0 - gap) / (speed * golden));
Assert.InRange(first.x, 0f, .9999999f);
Assert.InRange(second.y, 0f, .9999999f);
Assert.InRange(FlowField.Cycle(8.0 * (1.0 - gap), 8f), 0f, .9999999f);
}
}
}

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#!/usr/bin/env python3
"""Mutation tests for the flow-shader-parity rule (campaign aetheria-fauna, cut fauna-flow-field).
Assets/Scripts/Editor/FlowFieldSceneVerify.cs opens ARPG.unity and drives VolumeSampling and Stardust as the game
does (the keywords, the stardust buffer, CloudShader's keywords); each mutant below names the check that must catch it.
Assets/Scripts/Editor/FlowFieldParityVerify.cs evaluates the HLSL globalFlow and slopeFlow
(Assets/Shaders/Volumetric.cginc, through FlowParity.compute) and FlowField (ServerShared) for the
same positions, scrolls, settings and gradients, after VolumeSampling.LowerFlow has lowered a stepped
Zone's flow into the shader globals. Tests.asmdef cannot see Assembly-CSharp and the check needs a GPU,
so it runs here, in Unity batchmode WITHOUT -nographics (see ShieldPanelCut3Verify.cs).
A control run proves the unmutated tree passes. Then each mutant edits the real source in one way a
rule of the cut forbids, runs the check, asserts it goes red naming the check that owns the rule, and
restores the file byte for byte. A mutant that fails for the wrong reason (a broken harness) cannot
hide behind the control.
Run from the repo root: py -3 tests/mutation_tests_flow_parity.py [--only <label>[,<label>]]
Exit code 0 only if the control passed and every mutant was caught for its reason. Run one Unity at a
time: never start this while another Unity process is running.
"""
from __future__ import annotations
import subprocess
import sys
from pathlib import Path
REPO_ROOT = Path(__file__).resolve().parents[1]
UNITY_EXE = r"C:\Program Files\Unity\Hub\Editor\6000.3.24f1\Editor\Unity.exe"
PARITY = "Aetheria.EditorTools.FlowFieldParityVerify.Run"
SCENE = "Aetheria.EditorTools.FlowFieldSceneVerify.Run"
STARDUST_COMPUTE = "Assets/Shaders/Compute/Stardust/Stardust.compute"
PARITY_COMPUTE = "Assets/Shaders/Compute/FlowParity.compute"
CLOUD_SHADER = "Assets/Shaders/Raymarching/CloudShader.shader"
CGINC = "Assets/Shaders/Volumetric.cginc"
VOLUME_SAMPLING = "Assets/Scripts/Zone Display/VolumeSampling.cs"
FLOW_FIELD = "Assets/Scripts/ServerShared/FlowField.cs"
SETTINGS_ASSET = "Assets/Resources/Settings.asset"
# (label, file, before, after, the failing check the probe must name)
MUTANTS = [
("hlsl-y-halving", CGINC, "flowSample.y *= .5;", "flowSample.y *= .6;", "global"),
("hlsl-y-factor-501", CGINC, "flowSample.y *= .5;", "flowSample.y *= .501;", "global"),
("hlsl-amplitude-1.0005", CGINC, "- float3(0,_FlowScroll.y,0) ) * _FlowAmplitude;", "- float3(0,_FlowScroll.y,0) ) * _FlowAmplitude * 1.0005;", "global"),
("hlsl-scroll-sign", CGINC, "field - float3(0,_FlowScroll.x,0)", "field + float3(0,_FlowScroll.x,0)", "global"),
("hlsl-scroll2-dropped", CGINC, "field * 1.61803398875 - float3(0,_FlowScroll.y,0)", "field * 1.61803398875", "global"),
("hlsl-swirl-flipped", CGINC, "float3(ngrad.y, 0, -ngrad.x)", "float3(-ngrad.y, 0, ngrad.x)", "slope"),
("hlsl-swirl-1.0005", CGINC, "float3(ngrad.y, 0, -ngrad.x) * _FlowSwirlAmplitude", "float3(ngrad.y, 0, -ngrad.x) * _FlowSwirlAmplitude * 1.0005", "slope"),
("hlsl-zero-gradient-guard", CGINC, " if (dot(grad, grad) == 0) return 0;\n", "", "slope"),
("lower-scroll-doubled", VOLUME_SAMPLING, "new Vector4(scroll.x, scroll.y)", "new Vector4(scroll.x * 2f, scroll.y)", "lowered-scroll"),
("lower-scale-halved", VOLUME_SAMPLING, 'Shader.SetGlobalFloat("_FlowScale", flow.GlobalScale);', 'Shader.SetGlobalFloat("_FlowScale", flow.GlobalScale * .5f);', "lowered-settings"),
("lower-frame-clock", VOLUME_SAMPLING, "FlowField.Scroll(flow, flowClock)", "FlowField.Scroll(flow, flowClock + Time.realtimeSinceStartup)", "lowered-scroll"),
("lower-cycle-frame-clock", VOLUME_SAMPLING, "FlowField.Cycle(flowClock, flow.Period)", "FlowField.Cycle(Time.realtimeSinceStartup, flow.Period)", "lowered-cycle"),
("lower-keywords-lookup-only", VOLUME_SAMPLING, 'GlobalKeyword.Create("FLOW_GLOBAL")', 'new GlobalKeyword("FLOW_GLOBAL")', "flow-keywords"),
("csharp-scale-doubled", FLOW_FIELD, "var field = position / settings.GlobalScale;", "var field = position / (settings.GlobalScale * 2f);", "global"),
("asset-amplitude", SETTINGS_ASSET, " GlobalAmplitude: 15\n", " GlobalAmplitude: 14\n", "authored-flow"),
("hlsl-noise-frame-clock", CGINC, "_NebulaNoiseTime * _NebulaNoiseSpeed", "_Time.y * _NebulaNoiseSpeed", "nebula-noise-clock"),
("parity-slope-pragma-removed", PARITY_COMPUTE, "#pragma multi_compile __ FLOW_SLOPE", "", "flow-keywords"),
("scene-stardust-pragma-removed", STARDUST_COMPUTE, "#pragma multi_compile __ FLOW_GLOBAL", "", "scene-stardust", SCENE),
("scene-cloud-include-without-pragmas", CLOUD_SHADER, '#include_with_pragmas "Assets/Shaders/Volumetric.cginc"', '#include "Assets/Shaders/Volumetric.cginc"', "scene-cloud-keywords", SCENE),
("scene-keyword-in-field-initializer", VOLUME_SAMPLING, "static GlobalKeyword? _keywordFlowGlobal;", 'static GlobalKeyword? _keywordFlowGlobal = GlobalKeyword.Create("FLOW_GLOBAL");', "scene-presenter-exception", SCENE),
("scene-noise-time-frame-clock", VOLUME_SAMPLING, '"_NebulaNoiseTime", (float) clock', '"_NebulaNoiseTime", Time.realtimeSinceStartup', "scene-noise-clock", SCENE),
]
def run_probe(log: Path, entry: str = PARITY) -> tuple[int, str]:
log.unlink(missing_ok=True)
proc = subprocess.run(
[UNITY_EXE, "-batchmode", "-projectPath", str(REPO_ROOT),
"-executeMethod", entry, "-logFile", str(log)],
timeout=1800,
)
return proc.returncode, log.read_text(encoding="utf-8", errors="replace")
def main() -> int:
only = set()
if "--only" in sys.argv:
only = set(sys.argv[sys.argv.index("--only") + 1].split(","))
scratch = REPO_ROOT / "tests" / "_scratch_flow_parity"
scratch.mkdir(parents=True, exist_ok=True)
failures: list[str] = []
for entry, name in ((PARITY, "FlowFieldParityVerify"), (SCENE, "FlowFieldSceneVerify")):
print(f"\n=== control: unmutated tree, {name} ===")
code, text = run_probe(scratch / f"control-{name}.log", entry)
if code != 0 or f"[{name}] PASS" not in text:
print("control FAILED: expected exit 0 and PASS on the unmutated tree")
return 1
print("control OK: exit 0, PASS")
for label, rel, before, after, check, *rest in MUTANTS:
entry = rest[0] if rest else PARITY
if only and label not in only:
continue
path = REPO_ROOT / rel
original = path.read_bytes()
text_in = original.decode("utf-8")
newline = "\r\n" if "\r\n" in text_in else "\n"
b, a = before.replace("\n", newline), after.replace("\n", newline)
if text_in.count(b) != 1:
failures.append(f"{label}: anchor occurs {text_in.count(b)} times in {rel}, expected exactly once")
continue
print(f"\n=== mutant {label} ({rel}) ===")
try:
path.write_bytes(text_in.replace(b, a).encode("utf-8"))
code, text = run_probe(scratch / f"{label}.log", entry)
finally:
path.write_bytes(original)
named = f"FAIL {check}" in text or f"-{check}:" in text
if code != 0 and named:
print(f"OK: caught, the probe named {check}")
elif code != 0:
failures.append(f"{label}: red, but not for {check} (compile error or another check)")
else:
failures.append(f"{label}: SURVIVED")
for f in failures:
print("FAIL:", f)
return 1 if failures else 0
if __name__ == "__main__":
sys.exit(main())