Derive native volume texture scale from viewport
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4 changed files with 68 additions and 3 deletions
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@ -19,6 +19,7 @@ drivers, asset-provider hooks, package release, runtime tests, and captures.
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- provider asset-manifest documents
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- runtime-selected asset-variant metadata, including native rendering-program bindings
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- generic field-volume lifecycle declarations and logical texture/scalar/matrix ports
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- generic viewport-to-texture scale bindings between logical vector and texture ports
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- provider command receipts
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- semantic render-channel inclusion and exclusion policy
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- Unity input and local presentation assets
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@ -51,6 +52,13 @@ temporal pass must also advertise its current-sample, history,
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previous-view-projection, and reset-history ports; partial temporal programs fail
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closed.
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Viewport-sized shader inputs are likewise presentation state. A provider may
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relate a logical vector port to a logical native texture port through
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`viewportTextureScaleBindings`; EveUnity derives the vector from the active
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camera viewport and resolved texture dimensions on every render. A provider
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literal is not allowed to impersonate those runtime dimensions, and an
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unresolvable relation fails closed.
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The provider selects camera semantics and framing from its authoritative mode.
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`planar.top-down-follow.v1` derives a downward presentation from the advertised
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target and framing values. `perspective.entity-forward-follow.v1` derives its
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