Aetheria/Assets/Shaders/Compute/ShieldField/ShieldCommon.hlsl
Meta Vens a935b965c9 Land the six shield-panel sources, ported to built-in and compiling
Cut 1 of docs/shield-panel-cut.md: land ShieldPanel.cs, ShieldPanel.shader,
ShieldSim.compute, ShieldCommon.hlsl, TilingBuilder.cs and Tilings.cs under
Assets/Shaders/Compute/ShieldField/, alongside Lightning/ and Slime/.

Port (URP -> built-in, three substitutions per the map's §2.1 probe):
- drop the UniversalPipeline SubShader tag, add IgnoreProjector
- swap the URP Core.hlsl include for UnityCG.cginc
- TransformWorldToHClip -> UnityWorldToClipPos (3 call sites)

Drawing collapse (D2/D5): RenderParams has no shaderPass member in
6000.3.24f1, and a multi-pass material draws every SubShader pass from one
indirect call regardless, so the three per-pass args buffers and draw calls
collapse to one args buffer sized to the widest pass (Outline) and one
Graphics.RenderPrimitivesIndirect call. Deleted: argsOutline, argsConduit,
drawFill/drawOutline/drawConduits and their branches.

Also deleted: ShieldPanelTester (the click harness the operator ruled
against; it also can't run — activeInputHandler is New Input System only)
and [ExecuteAlways] (incompatible with a pool per D13; Rebuild stays on the
context menu).

Defects fixed:
- D1: TilingBuilder.cs's inner `dist` shadowed the outer one (CS0136);
  renamed to nbrDist.
- D3: CellStatic was 15 floats against a declared Stride of 16; added pad2
  on both the HLSL and C# sides.
- D4: `centroid` is reserved in the compute compiler; renamed the
  ShieldCommon.hlsl field to `center` (kept the C# field name as-is; it's
  not reserved there and the two sides don't need matching names, only
  matching layout).
- D6: fixed the comment on _BreakBudget — it's two elements (count + cap),
  not the "single element" the old comment claimed.
- D12: the two-element uint[] Update() allocated every frame is now a
  cached field, cheaper still under a pool of many live panels.
- D18 (R5 — operator ruling, not deferred to a follow-up): Penrose ignored
  panelRadius entirely — a fixed authored iteration count meant the tiling
  was just uniformly rescaled, not resampled, so cell count never grew with
  the panel. Every other tiling here uses cellSize to hold local cell size
  constant while radius extends coverage; Penrose now derives its iteration
  count the same way (each substitution divides edge length by phi, solved
  for the count that brings a unit edge to ~cellSize once scaled to
  radius). This retires the now-meaningless `penroseIterations` field and
  the `subdivisions` parameter it threaded through Tilings.Generate.
- Also removed a dead `idx` counter in Tilings.Voronoi (D8's mention of
  dead code; the Vector2.zero sentinel ambiguity itself is unfixed, same as
  D7/D19 — Voronoi and TriHex stay recorded defects, not fixed, per R5).

Not fixed here, per the map: D7 (Voronoi is unusably slow) and D19 (TriHex
has zero dual edges) are recorded, not fixed. D9/D10 (fracture tuning) are
Cut 5. D17 (growth gate blocks the spawning hit) and D20 (_PanelSpawnTime
hardcoded to 0) are Cut 3.

Repo-specific fix not in the map: Assets/Scripts/UI/ContextMenu.cs defines
a global `ContextMenu` MonoBehaviour that shadows UnityEngine.ContextMenu,
so `[ContextMenu("Rebuild")]` doesn't compile here (CS0616) even though it
did in the map's throwaway probe project. Used the fully-qualified
`[UnityEngine.ContextMenu(...)]` instead.

Adds Assets/Scripts/Editor/ShieldPanelCut1Verify.cs, a batchmode probe (no
NUnit path exists per the map's Q7 — Tests.asmdef can't see
Assembly-CSharp): asserts zero shader/compute compile errors and that
Penrose cell count actually scales with panelRadius (D18). Also adds
tests/mutation_tests_shield_panel_cut1.py, which mutates the D18 fix, the
D4 fix, and the shaderPass deletion in turn and asserts the probe goes red
each time, restoring the source after each case (own file per the
convention mutation_tests_addressables_cut.py established, so as not to
touch item-provenance's or the addressables cut's harnesses).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:08:04 +02:00

134 lines
4.4 KiB
HLSL

#ifndef SHIELD_COMMON_INCLUDED
#define SHIELD_COMMON_INCLUDED
#define MAX_VERTS 8 // must match Limits.MaxVerts in TilingBuilder.cs
#define TAU 6.28318530718
#define PI 3.14159265359
// ---- fracture pattern ids (must match FracturePattern in ShieldPanel.cs)
#define PAT_RADIAL 0
#define PAT_STAR 1
#define PAT_LANCE 2
#define PAT_SPIRAL 3
#define PAT_CRYSTAL 4
#define PAT_FIZZLE 5
struct CellStatic
{
float2 center;
float radius;
float spawnDelay;
uint vertStart;
uint vertCount;
uint nbrStart;
uint nbrCount;
float toughness;
uint tileType;
uint splitSeed;
float area; // Laplacian denominator
float openW; // free-surface ghost weight (rim edges)
float pad0;
float pad1;
float pad2;
};
struct DualEdge
{
uint nbr;
float2 mid;
float2 dir;
float len;
float w; // finite-volume weight, len / |c_i - c_j|
};
struct CellState
{
float3 vel;
float spin;
float3 pos; // displacement from rest, panel space (z = out of plane)
float rot;
float damage; // 0..1 persistent
float breakTime; // <0 while intact
float glow; // transient crack emission
float growth; // 0..1 materialisation
float temper; // remaining surface compression — the "charge" that resists initiation
float released; // stored energy dumped at break; sets fragment fineness
float peakTension; // running max, for visualisation
float pad2;
};
// ------------------------------------------------------------------
// hashing
// ------------------------------------------------------------------
uint Hash(uint x)
{
x ^= x >> 16; x *= 0x7feb352du;
x ^= x >> 15; x *= 0x846ca68bu;
x ^= x >> 16; return x;
}
float Hash01(uint x) { return Hash(x) * (1.0 / 4294967296.0); }
float2 Hash2(uint x) { return float2(Hash01(x), Hash01(x ^ 0x68bc21ebu)); }
// ------------------------------------------------------------------
// shard partitioning
//
// A cell is drawn as a fan of vertCount triangles around its centroid.
// A shard is a contiguous run of those triangles. Split boundaries are
// derived from the cell seed, so every shader agrees without storage.
// ------------------------------------------------------------------
// Fragment count scales with the stored elastic energy released at the moment
// of breaking -- the same reason a highly tempered pane dices into gravel while
// an annealed one splits into a few big shards. `released` is 0 for a cell that
// is merely cracked and not yet broken, so the chords appear before separation.
uint ShardCount(uint seed, float damage, float released, uint vertCount,
float crackStart, uint maxShards)
{
if (damage <= crackStart) return 0;
float t = saturate(max(damage - crackStart, 0.0) / max(1.0 - crackStart, 1e-4));
t = saturate(t * 0.4 + released * 1.2);
uint hi = min(vertCount, maxShards);
if (hi < 2) return 0;
uint n = (uint)round(lerp(2.0, (float)hi, t * (0.55 + 0.45 * Hash01(seed))));
return clamp(n, 2u, hi);
}
// Returns the shard index for fan triangle `tri`; startTri receives the
// first triangle of that shard (used as the shard's motion reference).
uint ShardOf(uint seed, uint nSplits, uint vertCount, uint tri, out uint startTri)
{
uint count = 0, prevB = 0, maxB = 0;
[loop] for (uint k = 0; k < nSplits; k++)
{
uint b = Hash(seed ^ (k * 0x9E3779B9u + 0x2545F491u)) % max(vertCount, 1u);
maxB = max(maxB, b);
if (b <= tri) { count++; prevB = max(prevB, b); }
}
startTri = (count == 0) ? maxB : prevB;
return (count == 0) ? (nSplits - 1) : (count - 1);
}
// Is fan edge `ei` (the radial chord from centroid to vertex ei) a shard boundary?
bool IsChord(uint seed, uint nSplits, uint vertCount, uint ei)
{
[loop] for (uint k = 0; k < nSplits; k++)
if ((Hash(seed ^ (k * 0x9E3779B9u + 0x2545F491u)) % max(vertCount, 1u)) == ei) return true;
return false;
}
// ------------------------------------------------------------------
// easing
// ------------------------------------------------------------------
float EaseOutBack(float t)
{
float u = t - 1.0;
return 1.0 + 2.70158 * u * u * u + 1.70158 * u * u;
}
float EaseOutCubic(float t) { float u = 1.0 - t; return 1.0 - u * u * u; }
float2 Rot2(float2 p, float a)
{
float s = sin(a), c = cos(a);
return float2(p.x * c - p.y * s, p.x * s + p.y * c);
}
#endif