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>
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