VolumeSampling created its flow keywords in static field initializers, which a scene runs inside a MonoBehaviour
construction where Unity refuses GlobalKeyword.Create; they are now created lazily from LowerFlow. FlowField.Scroll and
Cycle return phases strictly below 1. The nebula noise reads _NebulaNoiseTime (zone time) instead of _Time.y. New
FlowFieldTests pin the per-octave fold to the unfolded law across wraps, the cycle at days of zone time, and the phase edge.
The Unity checks for these are in the next commit; this one builds, its parity check does not yet read the noise clock.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
- VolumeSampling registers FLOW_GLOBAL / FLOW_SLOPE with GlobalKeyword.Create (the constructor only looks up).
- FlowField.Scroll folds each Tri3D octave's phase modulo 1 in double (float2, [0,1)); Zone.Flow evaluates at Zone.FlowScroll.
- FlowField.Cycle: the nebula's flow cycle and Stardust's particle lifetime phase come from zone time (_FlowCycle, phase uniform), not _Time.y / Time.time.
- FlowFieldParityVerify reaches the keyword-gated flow(), fails on logged errors, tolerance 3e-4; mutants updated.
Not built or run when committed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FlowField (ServerShared) is the flow law; Zone.Flow/FlowScroll read PlanetSettings.Flow at zone
time. The Flow block moves from DefaultEnvironment to PlanetSettings (ZoneEnvironment key 1 is
retired), VolumeSampling's frame-clock scroll accumulator and the Stardust leftover field are
deleted, and slopeFlow returns 0 for a zero gradient. Unity parity probe follows in the next
commit; this commit has not been built in Unity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>