CultMath's hash is the shader-style frac(sin(x) * 43758.5453) and
returns float. Unity.Mathematics' hash returned a well-mixed uint, and
seeding from the float hash collapses: a 100x100 position grid gave 1625
distinct values in Aetheria's zone generator.
- math.pcg(uint), pcg3d(int3/float2/float3), and pcg4d(int4/float4)
follow Jarzynski and Olano, "Hash Functions for GPU Rendering"
(JCGT 9(3), 2020). pcg3d and pcg4d are the paper's code from page 32.
pcg is O'Neill's RXS-M-XS 32/32 output over one LCG step, with the
constants checked against pcg-c's pcg_variants.h.
- CultMath has no uint vectors, so pcg3d and pcg4d carry uint bit
patterns in int3/int4. The float overloads hash IEEE-754 bits via the
HLSL intrinsic asuint(float), which is new. pcg3d(float2) holds z at
0, the paper's route for 2 -> N inputs.
- The HLSL mirror gains the same functions, written over scalar uints
so the text compiles both in dxc 1.9.0.5402 (lib_6_3, HV 2021, clean)
and in C#. HlslSourceCompatibilityTests now compares int and uint
arguments and results by value; a wrong shift in the mirror's pcg4d
gives 208 mismatches.
- Known-answer vectors come from an independent Python transcription.
pcg3d separates a 100x100 half-unit grid (the full int3). One
component alone has one birthday collision there, as a 32-bit value
can. The same grid on the integer lattice has none.
- design.md states that the hashes are integer-exact in HLSL and on the
CPU: dxc wraps uint multiply and add modulo 2^32, as C# unchecked does.
- Bump to 0.2.3 and rebuild the tracked Unity DLL and pdb.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>