Derive native volume texture scale from viewport

This commit is contained in:
Meta Vens 2026-07-15 21:47:50 +01:00
commit 3c8d127ef8
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.
- provider asset-manifest documents
- runtime-selected asset-variant metadata, including native rendering-program bindings
- generic field-volume lifecycle declarations and logical texture/scalar/matrix ports
- generic viewport-to-texture scale bindings between logical vector and texture ports
- provider command receipts
- semantic render-channel inclusion and exclusion policy
- Unity input and local presentation assets
@ -51,6 +52,13 @@ temporal pass must also advertise its current-sample, history,
previous-view-projection, and reset-history ports; partial temporal programs fail
closed.
Viewport-sized shader inputs are likewise presentation state. A provider may
relate a logical vector port to a logical native texture port through
`viewportTextureScaleBindings`; EveUnity derives the vector from the active
camera viewport and resolved texture dimensions on every render. A provider
literal is not allowed to impersonate those runtime dimensions, and an
unresolvable relation fails closed.
The provider selects camera semantics and framing from its authoritative mode.
`planar.top-down-follow.v1` derives a downward presentation from the advertised
target and framing values. `perspective.entity-forward-follow.v1` derives its