Ambient Fog Light leaves Zone Brushes (root object, same pose) and Sector Tint.mat moves from PowerBrush to Brushes/Ambient Brush: brightness falls as exp(-x^2 ln(1/_EdgeBrightness)), x in units of Zone.PopulatedRadius. ZoneRenderer.FitAmbientLight, called by LoadZone, is the one writer of the quad's size and _Reach (the radius where it is 1e-5 of the centre). AmbientEdgeVerify renders the real scene object through that call. Builds in Unity 6000.3.24f1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
221 lines
12 KiB
C#
221 lines
12 KiB
C#
using System;
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using System.IO;
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using GameCult.Caching;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Aetheria.EditorTools
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{
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/// <summary>
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/// Batchmode check for campaign aetheria-gravity, cut ambient-follows-populated-area: the ambient tint falls softly to
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/// dark and never hits an edge (ruling dark-beyond-populated-area). It opens ARPG.unity, takes the Ambient Fog Light the
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/// scene wires into ZoneRenderer, sizes it for a generated zone with ZoneRenderer.FitAmbientLight (the call LoadZone
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/// makes, not a copy), renders it through an orthographic camera that culls its layer into a float target, and checks the
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/// radial profile against exp(-(r/P)^2 ln(1/_EdgeBrightness)) times the centre out to 2 P (P is Zone.PopulatedRadius),
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/// that it is lit at Pack.Radius, that the quad's rim is at most 2e-5 of the centre, and that no texel is more than half
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/// a decade from its neighbour.
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///
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/// Renders, so it needs a graphics device: run WITHOUT -nographics.
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/// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.AmbientEdgeVerify.Run -logFile <path>
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/// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
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/// </summary>
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public static class AmbientEdgeVerify
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{
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const string Tag = "[AmbientEdgeVerify]";
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const int Size = 512;
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const int AmbientLayer = 13;
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static bool _ok = true;
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static void OnLog(string message, string stack, LogType type)
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{
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if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
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Fail("logged-error", message.Split('\n')[0]);
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}
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static void Fail(string check, string detail)
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{
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Debug.LogError($"{Tag} FAIL {check}: {detail}");
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_ok = false;
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}
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public static void Run()
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{
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
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{
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Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
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EditorApplication.Exit(1);
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return;
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}
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Application.logMessageReceived += OnLog;
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var work = Path.Combine(Path.GetTempPath(), "ambient-edge-" + Guid.NewGuid().ToString("N"));
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Directory.CreateDirectory(Path.Combine(work, "probe"));
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try
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{
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var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")
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?? throw new InvalidOperationException("No Settings.asset.");
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// Generated zones have the populated radius at about .78 of the pack radius (p50 over 1500 zones): this one's
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// pack radius is set so, which puts Pack.Radius where it sits in play, inside the quad's reach.
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var probe = GravityFieldParityVerify.BuildZone(settings, Path.Combine(work, "probe"), out _);
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var zone = GravityFieldParityVerify.BuildZone(settings, work, out _, probe.PopulatedRadius / .78f);
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EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
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try
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{
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var renderer = UnityEngine.Object.FindFirstObjectByType<ZoneRenderer>(FindObjectsInactive.Include);
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if (renderer == null || renderer.AmbientLight == null) throw new InvalidOperationException("ARPG.unity wires no ZoneRenderer.AmbientLight.");
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Check(renderer, zone);
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}
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finally
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{
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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}
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Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
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}
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catch (Exception e)
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{
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Debug.LogError($"{Tag} FAIL exception: {e}");
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_ok = false;
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}
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finally
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{
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Application.logMessageReceived -= OnLog;
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try { Directory.Delete(work, true); } catch { }
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}
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EditorApplication.Exit(_ok ? 0 : 1);
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}
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// A bare ambient quad for the verifies that run LoadZone on a renderer built in code: the scene's material, no scene.
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public static Transform NewAmbientLight()
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{
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var quad = new GameObject("Ambient Fog Light") { layer = AmbientLayer };
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quad.AddComponent<MeshFilter>().sharedMesh = Resources.GetBuiltinResource<Mesh>("Quad.fbx");
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quad.AddComponent<MeshRenderer>().sharedMaterial = AssetDatabase.LoadAssetAtPath<Material>("Assets/Materials/Brushes/Sector Tint.mat");
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return quad.transform;
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}
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static void Check(ZoneRenderer renderer, Zone zone)
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{
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var light = renderer.AmbientLight;
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if (light.parent != null) Fail("wiring", $"the ambient quad sits under {light.parent.name}, whose scale is the pack radius's");
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if (light.gameObject.layer != AmbientLayer) Fail("wiring", $"the ambient quad is on layer {light.gameObject.layer}, not {AmbientLayer}");
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ZoneRenderer.FitAmbientLight(light, zone);
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var meshRenderer = light.GetComponent<MeshRenderer>();
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var material = meshRenderer.sharedMaterial;
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var edge = material.GetFloat("_EdgeBrightness");
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var centre = material.GetFloat("_Depth") * material.GetColor("_Color").linear.r;
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var populated = zone.PopulatedRadius;
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var half = light.localScale.x / 2f;
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Debug.Log($"{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}");
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if (!(populated > 0f) || !(half > populated)) { Fail("sizing", $"the quad half-extent {half:F1} u does not reach beyond the populated radius {populated:F1} u"); return; }
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Render(light, half * 1.05f, out var value, out var world);
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var logFall = Mathf.Log(1f / edge);
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foreach (var k in new[] { 0f, .5f, 1f, 1.5f, 2f })
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{
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var drawn = Sample(value, world, new Vector2(k * populated, 0f));
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Debug.Log($"{Tag} r = {k} P: drawn {drawn:G5}, expected {centre * Mathf.Exp(-k * k * logFall):G5}");
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}
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var worstProfile = 0f;
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var compared = 0;
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var rim = 0f;
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for (var i = 0; i < value.Length; i++)
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{
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if (float.IsNaN(value[i])) { Fail("texels", $"texel {i}: NaN"); return; }
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var r = world[i].magnitude;
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if (r <= 2f * populated)
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{
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var expected = centre * Mathf.Exp(-(r / populated) * (r / populated) * logFall);
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var error = Mathf.Abs(value[i] - expected) / expected;
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worstProfile = Mathf.Max(worstProfile, error);
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compared++;
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if (error > .01f) { Fail("profile", $"at r = {r / populated:F3} P: expected {expected:G5}, drawn {value[i]:G5}, off by {error * 100f:F2}%"); return; }
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}
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// The rim: the texels in the quad's outermost ring (within two texels of its edge).
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var edgeDistance = half - Mathf.Max(Mathf.Abs(world[i].x), Mathf.Abs(world[i].y));
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if (edgeDistance >= 0f && edgeDistance < 2f * (half * 1.05f * 2f / Size)) rim = Mathf.Max(rim, value[i]);
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}
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Debug.Log($"{Tag} profile: {compared} texels within 2 P, worst error {worstProfile * 100f:F3}%; rim {rim / centre:E2} of the centre");
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if (compared < Size * Size / 8) Fail("profile", $"only {compared} texels were within 2 P; the check is vacuous");
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if (rim > 2e-5f * centre) Fail("rim", $"the quad's rim is {rim / centre:E2} of the centre, above 2e-5");
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var atPack = Sample(value, world, new Vector2(zone.Pack.Radius, 0f));
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Debug.Log($"{Tag} at Pack.Radius: {atPack / centre:E2} of the centre");
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if (!(atPack > 0f)) Fail("pack-radius", "the ambient is zero at Pack.Radius");
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var worstJump = 0f;
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for (var y = 0; y < Size; y++)
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for (var x = 0; x < Size; x++)
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{
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var here = value[y * Size + x];
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if (here <= 0f) continue;
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foreach (var next in new[] { x + 1 < Size ? value[y * Size + x + 1] : 0f, y + 1 < Size ? value[(y + 1) * Size + x] : 0f })
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{
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if (next <= 0f) continue;
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worstJump = Mathf.Max(worstJump, Mathf.Abs(Mathf.Log10(here / next)));
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}
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}
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Debug.Log($"{Tag} largest jump between neighbouring lit texels: {worstJump:F3} decades (limit 0.5)");
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if (worstJump > .5f) Fail("jump", $"neighbouring texels differ by {worstJump:F2} decades");
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var lit = 0;
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foreach (var v in value) if (v > 0f) lit++;
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if (lit < Size * Size / 2) Fail("jump", $"only {lit} texels are lit; the check is vacuous");
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}
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static float Sample(float[] value, Vector2[] world, Vector2 at)
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{
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var best = 0;
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for (var i = 1; i < world.Length; i++)
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if ((world[i] - at).sqrMagnitude < (world[best] - at).sqrMagnitude) best = i;
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return value[best];
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}
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// Renders the ambient layer through a downward orthographic camera centred on the origin, as the Tint cameras see it,
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// and returns the value of every texel with the world xz of its centre, which is asked of the camera.
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static void Render(Transform light, float half, out float[] value, out Vector2[] world)
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{
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var rt = new RenderTexture(Size, Size, 0, RenderTextureFormat.RFloat) { filterMode = FilterMode.Point };
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var cameraObject = new GameObject("Ambient Edge Camera");
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var read = new Texture2D(Size, Size, TextureFormat.RFloat, false);
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var previous = RenderTexture.active;
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try
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{
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var camera = cameraObject.AddComponent<Camera>();
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camera.orthographic = true;
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camera.orthographicSize = half;
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camera.aspect = 1f;
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camera.nearClipPlane = .3f;
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camera.farClipPlane = 1000f;
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camera.cullingMask = 1 << light.gameObject.layer;
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camera.clearFlags = CameraClearFlags.SolidColor;
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camera.backgroundColor = Color.black;
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camera.allowHDR = false;
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camera.allowMSAA = false;
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camera.targetTexture = rt;
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cameraObject.transform.SetPositionAndRotation(new Vector3(0f, 100f, 0f), Quaternion.Euler(90f, 0f, 0f));
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camera.Render();
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RenderTexture.active = rt;
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read.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
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read.Apply();
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value = read.GetPixelData<float>(0).ToArray();
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world = new Vector2[Size * Size];
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for (var y = 0; y < Size; y++)
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for (var x = 0; x < Size; x++)
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{
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var p = camera.ViewportToWorldPoint(new Vector3((x + .5f) / Size, (y + .5f) / Size, 100f));
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world[y * Size + x] = new Vector2(p.x, p.z);
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}
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}
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finally
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{
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RenderTexture.active = previous;
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UnityEngine.Object.DestroyImmediate(cameraObject);
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UnityEngine.Object.DestroyImmediate(read);
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rt.Release();
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UnityEngine.Object.DestroyImmediate(rt);
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}
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}
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}
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}
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