FlowFieldSceneVerify opens ARPG.unity before anything touches the project's types, drives VolumeSampling and Stardust Start/Update with a zone attached, and asserts no exception or logged error, FLOW_GLOBAL and FLOW_SLOPE enabled, _FlowAmplitude non-zero, the stardust buffer changing with the flow and freezing with a paused zone, the noise clock, and CloudShader pass 0 carrying the FLOW_* keywords. FlowFieldParityVerify now binds a ramp height so FLOW_SLOPE and its pragma matter, and checks the noise follows _NebulaNoiseTime. The mutation harness runs both checks, with six new mutants. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
27 lines
1.2 KiB
Text
27 lines
1.2 KiB
Text
// Evaluates the shader flow functions for a buffer of positions and gradients, so that
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// Aetheria.EditorTools.FlowFieldParityVerify can compare them with FlowField (ServerShared). Reads the same global
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// _Flow* uniforms the nebula and stardust read, set by VolumeSampling.LowerFlow.
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#pragma kernel Evaluate
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// A compute shader declares the global keywords itself (as Stardust.compute does); the flow() it calls is keyword-gated.
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#pragma multi_compile __ FLOW_GLOBAL
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#pragma multi_compile __ FLOW_SLOPE
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#include "Assets/Shaders/Volumetric.cginc"
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StructuredBuffer<float3> positions;
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StructuredBuffer<float2> gradients;
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RWStructuredBuffer<float3> globalOut;
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RWStructuredBuffer<float3> slopeOut;
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RWStructuredBuffer<float3> gatedOut; // flow(): the keyword-gated function the nebula and stardust call
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RWStructuredBuffer<float> noiseOut; // triNoise3d: the nebula noise the flow advects
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uint count;
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[numthreads(64, 1, 1)]
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void Evaluate(uint3 id : SV_DispatchThreadID)
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{
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if (id.x >= count) return;
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globalOut[id.x] = globalFlow(positions[id.x]);
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slopeOut[id.x] = slopeFlow(gradients[id.x]);
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gatedOut[id.x] = flow(positions[id.x]);
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noiseOut[id.x] = triNoise3d(positions[id.x] / 512);
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}
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