Aetheria/Assets/Shaders/Compute/Stardust/Stardust.cs
soul 2e9d97661c Stardust draws into the G-buffer so the nebula fog attenuates it by depth
At BeforeImageEffectsOpaque the dust was drawn after the depth texture the nebula march reads, so the fog treated dust pixels as far background and wiped them out (operator report, 2026-10-29). A Deferred pass writes black, unreflective, emissive G-buffer texels and depth at AfterGBuffer. FlowFieldSceneVerify still expects the old event and needs updating.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 07:47:20 +01:00

181 lines
6.2 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Rendering;
public class Stardust : MonoBehaviour
{
#region variables
//public bool debugLog = false;
//public float proxyPersistTime = 2;
public GameSettings Settings;
public Camera TargetCamera;
public ComputeShader ParticleCalculation;
public Material ParticleMaterial;
public int Span = 512;
public float Period = .25f;
public float MinimumSize = .1f;
public float MaximumSize = 2;
public float Spacing = 4.0f;
public float Ceiling = -250.0f;
public float Floor = -25.0f;
public float MinHeadroom = 25;
public float MaxHeadroom = 100;
public float HeightExponent = 4;
public RenderTexture NebulaSurfaceHeight;
public RenderTexture NebulaPatchHeight;
public RenderTexture NebulaPatch;
public RenderTexture NebulaTint;
public Texture Heightmap;
public Texture2D ParticleColors;
//public Transform TargetTransform;
private const int GROUP_SIZE = 128;
private int _updateParticlesKernel;
#endregion
#region Structs
//Notice that this struct has to match the one in the compute shader exactly.
struct Particle
{
public Vector3 Position;
public Vector3 Color; //Color is a float3 in the compute shader, we need a Vector3 to match that layout, not a Color!
public float Size;
};
#endregion
#region buffers
private ComputeBuffer _particlesBuffer;
private const int PARTICLE_STRIDE = 28;
private ComputeBuffer _quadPoints;
private const int QUAD_STRIDE = 12;
// The dust is drawn by a command buffer on TargetCamera: a camera replays its buffers at their event and never culls them,
// so the draw needs no bounds and no extent can fall short of how deep the field is.
private CommandBuffer _draw;
// Into the G-buffer, so the dust's depth is in the depth texture the [ImageEffectOpaque] nebula marches against and the fog
// attenuates the dust by distance like any opaque surface. Drawn later (BeforeImageEffectsOpaque) it missed that depth and
// was fogged as if it were the far background.
private const CameraEvent DrawEvent = CameraEvent.AfterGBuffer;
#endregion
#region setup
// Use this for initialization
void Start()
{
//Find compute kernel
_updateParticlesKernel = ParticleCalculation.FindKernel("UpdateParticles");
//Create particle buffer
_particlesBuffer = new ComputeBuffer(Span * Span, PARTICLE_STRIDE);
Particle[] particles = new Particle[Span * Span];
for (int i = 0; i < Span * Span; ++i)
{
particles[i].Position = Random.insideUnitSphere * 100;
particles[i].Color = Vector3.one; //white
particles[i].Size = Random.value;
}
_particlesBuffer.SetData(particles);
//Create quad buffer
_quadPoints = new ComputeBuffer(6, QUAD_STRIDE);
_quadPoints.SetData(new[] {
new Vector3(-.5f, .5f),
new Vector3(.5f, .5f),
new Vector3(.5f, -.5f),
new Vector3(.5f, -.5f),
new Vector3(-.5f, -.5f),
new Vector3(-.5f, .5f)
});
//The buffers never change after this, so the material is bound once
ParticleMaterial.SetBuffer("particles", _particlesBuffer);
ParticleMaterial.SetBuffer("quadPoints", _quadPoints);
//Start may run again (the scene harness calls it by hand): drop the previous draw before building the next
DetachDraw();
_draw?.Release();
_draw = new CommandBuffer { name = "Stardust" };
_draw.SetRenderTarget(new RenderTargetIdentifier[]
{
BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer1, BuiltinRenderTextureType.GBuffer2,
BuiltinRenderTextureType.CameraTarget
}, BuiltinRenderTextureType.CameraTarget);
_draw.DrawProcedural(Matrix4x4.identity, ParticleMaterial, ParticleMaterial.FindPass("DEFERRED"), MeshTopology.Triangles, 6, Span * Span);
AttachDraw();
}
void OnEnable() => AttachDraw();
void OnDisable() => DetachDraw();
void AttachDraw()
{
if (_draw != null && TargetCamera != null)
TargetCamera.AddCommandBuffer(DrawEvent, _draw);
}
void DetachDraw()
{
if (_draw != null && TargetCamera != null)
TargetCamera.RemoveCommandBuffer(DrawEvent, _draw);
}
#endregion
#region Compute update
// Update is called once per frame
void Update()
{
//Bind resources to compute shader
ParticleCalculation.SetBuffer(_updateParticlesKernel, "particles", _particlesBuffer);
// Particle lifetimes cycle on the flow clock (zone time), so the dust stops with the sim like everything the flow moves.
ParticleCalculation.SetFloat("phase", FlowField.Cycle(VolumeSampling.FlowClock, Period));
ParticleCalculation.SetFloat("period", Period);
ParticleCalculation.SetFloat("spacing", Spacing);
ParticleCalculation.SetFloat("ceilingHeight", Ceiling);
ParticleCalculation.SetFloat("floorHeight", Floor);
ParticleCalculation.SetFloat("heightExponent", HeightExponent);
ParticleCalculation.SetFloat("maximumSize", MaximumSize);
ParticleCalculation.SetFloat("minimumSize", MinimumSize);
ParticleCalculation.SetFloat("minHeadroom", MinHeadroom);
ParticleCalculation.SetFloat("maxHeadroom", MaxHeadroom);
ParticleCalculation.SetInt("span", Span);
ParticleCalculation.SetTexture(_updateParticlesKernel, "HueTexture", ParticleColors);
//Dispatch, launch threads on GPU
int numberOfGroups = Mathf.CeilToInt((float)Span * Span / GROUP_SIZE);
ParticleCalculation.Dispatch(_updateParticlesKernel, numberOfGroups, 1, 1);
}
#endregion
#region cleanup
void OnDestroy()
{
// m_emitterProxies.Release();
// _temperature.Release();
DetachDraw();
_draw?.Release();
_draw = null;
if(_particlesBuffer!=null)
{
_particlesBuffer.Release();
_quadPoints.Release();
}
// m_livingProxyIndices.Release();
}
#endregion
}