The under-fog check lays a floor under the dust so the march has a finite ray (pixels with no depth are fogged whole), disables the zone noise, and uses a dim uniform fill: the correct event dims the dust to 0.58 of fog-free, and dust drawn after the composite reads 0.99. The check also fails when the dust is erased (below 0.1) or missing with the fog off. The attach check reads Stardust.DrawEvent by reflection and requires no Stardust buffer at any other CameraEvent.
Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The nebula is an [ImageEffectOpaque] OnRenderImage; a command buffer at BeforeForwardAlpha runs after its composite, so the
dust landed on top of the fog (B49). BeforeImageEffectsOpaque runs before it on the deferred camera. FlowFieldSceneVerify
now requires one Stardust buffer at the new event and none at BeforeForwardAlpha, and scene-stardust-under-fog compares the
dust's contribution with the cloud renderer off and on in an HDR target, with a fog control.
All commits build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both target cameras are deferred, so the AfterForwardOpaque buffer never drew. The render half of scene-stardust-uncullable now attaches-checks BeforeForwardAlpha, renders with cullingMask 1 (DrawProcedural is layer 0), and requires a near control (dust 100 below, size 5) to draw before the far probe is read, so a miss at 10000 can only be culling.
Builds: not compiled by this commit alone; verified in the Unity batchmode run reported with the cut.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
At size 5 the material's distance^.33 scaling made every quad sub-pixel, so the probe saw no dust with or without the cull. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With them on, the effects wrote their own frame and the probe could not tell dust from noise. Builds; the check fails on the bounded draw (buffer count 0, no dust pixels, run against 5a788833 plus this probe).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fails on the bounded Graphics.DrawProcedural (this commit builds; the check fails until the cut lands).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FlowFieldSceneVerify opens ARPG.unity before anything touches the project's types, drives VolumeSampling and Stardust
Start/Update with a zone attached, and asserts no exception or logged error, FLOW_GLOBAL and FLOW_SLOPE enabled,
_FlowAmplitude non-zero, the stardust buffer changing with the flow and freezing with a paused zone, the noise clock,
and CloudShader pass 0 carrying the FLOW_* keywords. FlowFieldParityVerify now binds a ramp height so FLOW_SLOPE and its
pragma matter, and checks the noise follows _NebulaNoiseTime. The mutation harness runs both checks, with six new mutants.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>