Commit graph Aetheria/Assets/Shaders/Compute/Stardust
Author SHA1 Message Date
Meta Vens
ebce853aba Stardust draws at BeforeImageEffectsOpaque, before the nebula composite; scene verifier proves dust under fog is attenuated
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>
2026-10-16 18:11:04 +02:00
Meta Vens
1973b6d220 Stardust: draw at BeforeForwardAlpha (deferred cameras never run AfterForwardOpaque); probe checks the event, culling mask 1 and a near control; Main Menu drops the stale GravityCamera
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>
2026-10-16 05:46:50 +02:00
Meta Vens
71bf2a1bff Stardust: draw by a command buffer on the target camera, never frustum culled
Deletes the bounded Graphics.DrawProcedural, its hand-inflated Bounds, the GravityCamera field (and its scene reference) and the dead OnRenderObject block. The camera replays the buffer at AfterForwardOpaque; it is attached on enable, detached on disable and destroy, and released. Unity compile not yet run for this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 04:48:41 +02:00
Meta Vens
0a3180d386 Flow: register the flow keywords, one zone-time value for Zone.Flow and the scroll, presenter phases from zone time, folded scroll, tighter parity
- 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>
2026-10-13 21:43:41 +02:00
Meta Vens
e8ec8e903c Flow field: FlowField owns the global flow, Zone.Flow evaluates it at zone time, VolumeSampling.LowerFlow lowers it
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>
2026-10-13 20:06:35 +02:00
Reinier Vens
7561c09edc Unity 6 Upgrade + Solid Gravity Surface
Upgraded Unity version to 6000.1.10f1
Rewrote gravity surface shader to use shader environment vars for placement + various compatibility fixes
2025-07-10 21:05:54 +01:00
Reinier Vens
47e500e1ce Playability
Fixed loadout generator tutorial edge cases
Recreated missing items
Created field shader & test scene
2022-08-08 22:43:55 +01:00
Reinier Vens
69aca09f63 Boundless
Removed hard zone boundaries
Fixed stuff that broke because of hard zone boundary assumption (stardust placement, vertical fog)
Added a skybox!
Removed density-based albedo boost (_TintExponent) to improve perceptual uniformity at different step sizes, reconfigured shader to achieve / surpass previous looks and performance
Cell Brush has a material editor now to enable variant selection
Enabled Caching Shader Preprocessor
Moved raymarching loop into CloudShader
Get environment settings from game manager to enable configuration / variation
Introduced slope-based nebulae damping and volumetric flow
Hid optional volumetric features behind preprocessor branches
Created shader variants selected by global keywords for all shaders depending on volumetrics
Environment settings used to configure shader variant selection
Moved dynamic lighting settings to own subclass
Dynamically adjust gravity map isoline contour depth range according to zone contents
2022-07-21 21:40:44 +01:00
Reinier Vens
b93d2d213b Graphics Settings + Disabling Minimap Asteroids
Created graphics settings data structure
Added nebula quality option to graphics settings
Added option to display asteroids in minimap (expensive)
2022-07-18 08:44:54 +01:00
Reinier Vens
ae79a152e9 Tweak Stardust Placement
Quick commit before I break everything by upgrading Unity
Modified vertical placement code for stardust particles
2022-07-17 21:51:51 +01:00
Reinier Vens
c3329cecc4 Unified Volumetric Flow
Modified stardust & nebula shaders such that flow velocity is consistent: Volumetric:flow now represents global velocity in meters per second
2022-07-17 05:27:50 +01:00
Reinier Vens
5ceb23f5f9 Fix Dithered Particle Shader
Dithered Particles were completely busted for some reason, replaced with new shader that works properly
Fade out stardust at arena limits
2022-07-13 06:10:54 +01:00
Reinier Vens
e585a8c3b1 Sky Glow + More Nebula Tweaking 2022-07-13 01:53:59 +01:00
Reinier Vens
7210d298af More Nebula Fuckery
Performance optimization for nebula raymarching
Fixed zone generator crashing due to lack of station and turret hull data (where'd they go?!)
2022-07-12 14:22:23 +01:00
Reinier Vens
cda321ba4a New Clouds In Game Scene
Implemented new raymarching shader in game scene
2022-07-11 08:14:00 +01:00
Reinier Vens
b08423b936 NEW CLOUDS NEW CLOUDS NEW CLOUDS WHOOO
Added new clouds shader with improved raymarching loop
Currently only being used in main menu (rest is coming right up!)
Removed WWise (it's nice, but all it's doing is throwing exceptions rn since we ain't about to get a license)
2022-07-10 02:53:09 +01:00
Reinier Vens
00f752edf7 Unified Volumetric Flow
Fixed towing system
Tweaked Nebula Flow (a lot)
Extracted environment appearance settings into ZoneEnvironment data structure
Stardust particles now follow global flow field
2021-06-18 12:32:03 +01:00
Reinier Vens
149a90e01c Realistic Volumetrics
Tweaked the density function for the clouds - fill density now fades smoothly to zero over safety radius
Changed the way density is mapped to luminosity in volume color sampling
Added directional lighting to clouds
Changed raymarching accumulation logic
Fixed step artifacts (reverted to simple blue noise sampling)
2021-06-01 08:16:36 +01:00
Reinier Vens
2c4520000b Demo Hotfixes
Replaced Unity TAA with PlayDead TAA
Custom keyboard layout test scene
Adjusted Aetheric Drive VFX to be more subtle
Reworked stardust VFX to reduce flickering artifacts
Added Action Bar & weapon groups saving/loading
Implemented security levels and faction safe zone visualization
Improved station placement (now include defensive turrets)
2021-05-02 20:59:45 +01:00
Reinier Vens
11a9365f91 Trailer Stuff & More
Changed title font to Montserrat
Added trailer-specific camera transitions
Added key to hide UI
Fixed input listening while console is open
Added animated zone reveal effect in galaxy map
Added Ping action for sensors
Added debug console commands (e.g. give command to get any item in legendary+ quality)
Temporarily disabled wwise
Fixed infinite loop in weapon penetration code
Guided missiles now predict target position
Fixed hitscan weapons
Fixed invisible enemies bug
Fixed various loadout generator issues (can now generate turrets!)
Fixed wormhole crash when enemy is targeted
Saving/loading current zone time when exiting game (planets keep their positions)
Created slime simulation in test scene - WIP
2021-03-27 10:03:24 +00:00
Reinier Vens
b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00
Reinier Vens
bb297bf84c Lightning
Created Lightning Gun effect (Uses LineRenderer, very slow)
Created GPU Lightning renderer (very fast, still needs integration)
2021-02-04 04:37:47 +00:00