using System; using System.IO; using GameCult.Caching; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering; namespace Aetheria.EditorTools { /// /// 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 target built from the descriptor of the production /// Fog Tint render texture (B10G11R11_UFloatPack32, the format the Tint cameras write), and checks the /// radial profile against exp(-(r/P)^2 ln(1/_EdgeBrightness)) times the centre, to within what that format stores (a /// 5-bit mantissa) wherever the gaussian is at least a few ZoneRenderer.AmbientFloor (P is Zone.PopulatedRadius), that it /// is lit at Pack.Radius, that the quad's rim and every lit texel beside a dark one are /// at most two floors, and that no two lit texels are more than half a decade apart. /// /// Renders, so it needs a graphics device: run WITHOUT -nographics. /// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.AmbientEdgeVerify.Run -logFile <path> /// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure. /// public static class AmbientEdgeVerify { const string Tag = "[AmbientEdgeVerify]"; const int Size = 512; const int AmbientLayer = 13; const string FogTintPath = "Assets/Resources/Fog Tint.renderTexture"; // A float with a 5-bit mantissa (Fog Tint's blue) steps by 2^-5 of its value, and the target truncates to a step. const float FormatRelativeError = 1f / 32f; // The profile is held to the gaussian where it is at least this many floors; below that the format's tail is measured, not held. const float FaithfulFloors = 8f; // The rim and every lit texel beside a dark one hold at most this many floors, 2^-14 (the smallest normal of the format's // floats): the one step to dark is the format's last value. Measured on the Fog Tint format it is 1.5 floors at most. const float StepToDarkFloors = 2f; 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("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(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().sharedMesh = Resources.GetBuiltinResource("Quad.fbx"); quad.AddComponent().sharedMaterial = AssetDatabase.LoadAssetAtPath("Assets/Materials/Brushes/Sector Tint.mat"); return quad.transform; } static void Check(ZoneRenderer renderer, Zone zone) { var production = AssetDatabase.LoadAssetAtPath(FogTintPath); if (production == null || production.graphicsFormat != GraphicsFormat.B10G11R11_UFloatPack32) Fail("format", $"Fog Tint is {(production == null ? "missing" : production.graphicsFormat.ToString())}, not the B10G11R11_UFloatPack32 that AmbientFloor and FormatRelativeError describe"); 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", $"the ambient quad is on layer {light.gameObject.layer}, not {AmbientLayer}"); ZoneRenderer.FitAmbientLight(light, zone); var meshRenderer = light.GetComponent(); var material = meshRenderer.sharedMaterial; var edge = material.GetFloat("_EdgeBrightness"); var tint = material.GetColor("_Color").linear; var centre = material.GetFloat("_Depth") * Mathf.Max(tint.r, Mathf.Max(tint.g, tint.b)); var populated = zone.PopulatedRadius; var half = light.localScale.x / 2f; Debug.Log($"{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", $"the quad half-extent {half:F1} u does not reach beyond the populated radius {populated:F1} u"); return; } Render(light, half * 1.05f, out var value, out var world); var floor = ZoneRenderer.AmbientFloor; Debug.Log($"{Tag} format floor {floor:E2} = {floor / centre:E2} of the centre; tail (drawn / floor): " + string.Join(" ", System.Linq.Enumerable.Select(new[] { 1.5f, 1.75f, 1.9f, 2f, 2.05f, 2.1f, 2.15f, 2.2f }, k => $"{k}P:{Sample(value, world, new Vector2(k * populated, 0f)) / floor:G3}"))); var logFall = Mathf.Log(1f / edge); foreach (var k in new[] { 0f, .5f, 1f, 1.5f, 2f }) { var drawn = Sample(value, world, new Vector2(k * populated, 0f)); Debug.Log($"{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; var expected = centre * Mathf.Exp(-(r / populated) * (r / populated) * logFall); if (r <= half && expected >= FaithfulFloors * floor) { var error = Mathf.Abs(value[i] - expected) / (FormatRelativeError * expected); worstProfile = Mathf.Max(worstProfile, error); compared++; if (error > 1f) { Fail("profile", $"at r = {r / populated:F3} P: expected {expected:G5}, drawn {value[i]:G5}, off by {error:F2} times the format's step"); return; } } // The rim: the texels in the quad's outermost ring (within two texels of its edge). var edgeDistance = half - Mathf.Max(Mathf.Abs(world[i].x), Mathf.Abs(world[i].y)); if (edgeDistance >= 0f && edgeDistance < 2f * (half * 1.05f * 2f / Size)) rim = Mathf.Max(rim, value[i]); } Debug.Log($"{Tag} profile: {compared} texels held to the gaussian, worst error {worstProfile:F3} of the format's step; rim {rim / centre:E2} of the centre"); if (compared < Size * Size / 16) Fail("profile", $"only {compared} texels were held to the gaussian; the check is vacuous"); if (rim > floor * StepToDarkFloors) Fail("rim", $"the quad's rim is {rim / floor:G3} times the format floor"); var atPack = Sample(value, world, new Vector2(zone.Pack.Radius, 0f)); Debug.Log($"{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) { if (here > floor * StepToDarkFloors) Fail("last-step", $"a lit texel of {here / floor:G3} floors sits beside a dark one"); continue; } worstJump = Mathf.Max(worstJump, Mathf.Abs(Mathf.Log10(here / next))); } } Debug.Log($"{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 brightest channel 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 production = AssetDatabase.LoadAssetAtPath(FogTintPath) ?? throw new InvalidOperationException("No Fog Tint render texture."); var rt = new RenderTexture(production.descriptor) { filterMode = FilterMode.Point }; var cameraObject = new GameObject("Ambient Edge Camera"); var read = new Texture2D(Size, Size, TextureFormat.RGBAFloat, false); var previous = RenderTexture.active; try { var camera = cameraObject.AddComponent(); 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(); var pixels = read.GetPixelData(0); value = new float[Size * Size]; for (var i = 0; i < value.Length; i++) value[i] = Mathf.Max(pixels[4 * i], Mathf.Max(pixels[4 * i + 1], pixels[4 * i + 2])); 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); } } } }