The ambient tint is a gaussian over the populated radius, not a quad that ends at Pack.Radius

Ambient Fog Light leaves Zone Brushes (root object, same pose) and Sector Tint.mat moves from
PowerBrush to Brushes/Ambient Brush: brightness falls as exp(-x^2 ln(1/_EdgeBrightness)), x in
units of Zone.PopulatedRadius. ZoneRenderer.FitAmbientLight, called by LoadZone, is the one
writer of the quad's size and _Reach (the radius where it is 1e-5 of the centre). AmbientEdgeVerify
renders the real scene object through that call. Builds in Unity 6000.3.24f1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-16 05:08:16 +02:00
commit 9b05ced11f
10 changed files with 324 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}
@ -16864,7 +16865,6 @@ Transform:
m_LocalScale: {x: 3000, y: 3000, z: 3000}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 23420357}
- {fileID: 1108843909}
- {fileID: 1647230682}
- {fileID: 1254851255}
@ -38395,6 +38395,7 @@ SceneRoots:
- {fileID: 906767442}
- {fileID: 1009503730}
- {fileID: 1037490739}
- {fileID: 23420357}
- {fileID: 2095699057}
- {fileID: 134113271}
- {fileID: 666227432}

View file

@ -0,0 +1,221 @@
using System;
using System.IO;
using GameCult.Caching;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
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 float target, and checks the
/// radial profile against exp(-(r/P)^2 ln(1/_EdgeBrightness)) times the centre out to 2 P (P is Zone.PopulatedRadius),
/// that it is lit at Pack.Radius, that the quad's rim is at most 2e-5 of the centre, and that no texel is more than half
/// a decade from its neighbour.
///
/// 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;
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 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", $"the ambient quad is on layer {light.gameObject.layer}, not {AmbientLayer}");
ZoneRenderer.FitAmbientLight(light, zone);
var meshRenderer = light.GetComponent<MeshRenderer>();
var material = meshRenderer.sharedMaterial;
var edge = material.GetFloat("_EdgeBrightness");
var centre = material.GetFloat("_Depth") * material.GetColor("_Color").linear.r;
var populated = zone.PopulatedRadius;
var half = light.localScale.x / 2f;
Debug.Log($"{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", $"the quad half-extent {half:F1} u does not reach beyond the populated radius {populated:F1} u"); return; }
Render(light, half * 1.05f, out var value, out var world);
var logFall = Mathf.Log(1f / edge);
foreach (var k in new[] { 0f, .5f, 1f, 1.5f, 2f })
{
var drawn = Sample(value, world, new Vector2(k * populated, 0f));
Debug.Log($"{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;
if (r <= 2f * populated)
{
var expected = centre * Mathf.Exp(-(r / populated) * (r / populated) * logFall);
var error = Mathf.Abs(value[i] - expected) / expected;
worstProfile = Mathf.Max(worstProfile, error);
compared++;
if (error > .01f) { Fail("profile", $"at r = {r / populated:F3} P: expected {expected:G5}, drawn {value[i]:G5}, off by {error * 100f:F2}%"); return; }
}
// The rim: the texels in the quad's outermost ring (within two texels of its edge).
var edgeDistance = half - Mathf.Max(Mathf.Abs(world[i].x), Mathf.Abs(world[i].y));
if (edgeDistance >= 0f && edgeDistance < 2f * (half * 1.05f * 2f / Size)) rim = Mathf.Max(rim, value[i]);
}
Debug.Log($"{Tag} profile: {compared} texels within 2 P, worst error {worstProfile * 100f:F3}%; rim {rim / centre:E2} of the centre");
if (compared < Size * Size / 8) Fail("profile", $"only {compared} texels were within 2 P; the check is vacuous");
if (rim > 2e-5f * centre) Fail("rim", $"the quad's rim is {rim / centre:E2} of the centre, above 2e-5");
var atPack = Sample(value, world, new Vector2(zone.Pack.Radius, 0f));
Debug.Log($"{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) 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 value 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 rt = new RenderTexture(Size, Size, 0, RenderTextureFormat.RFloat) { filterMode = FilterMode.Point };
var cameraObject = new GameObject("Ambient Edge Camera");
var read = new Texture2D(Size, Size, TextureFormat.RFloat, 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();
value = read.GetPixelData<float>(0).ToArray();
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);
}
}
}
}

View file

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

View file

@ -126,6 +126,7 @@ 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

@ -147,6 +147,7 @@ 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

@ -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;
@ -191,11 +193,28 @@ 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 it falls to AmbientFloor of the centre, so no edge is ever drawn. The one writer of the
// quad's size and _Reach, and the one place the verify reads the sizing from.
const float AmbientFloor = 1e-5f;
public static void FitAmbientLight(Transform light, Zone zone)
{
var renderer = light.GetComponent<MeshRenderer>();
var reach = Mathf.Sqrt(Mathf.Log(1f / AmbientFloor) / Mathf.Log(1f / renderer.sharedMaterial.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
}
}
}
}

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