Expose explicit camera transform to volume programs
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3 changed files with 5 additions and 1 deletions
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@ -79,3 +79,6 @@ requirements without assigning gameplay or product meaning to the layer keys.
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`source=port,scale,offset`. This lets animated native programs consume
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provider-authoritative simulation time without making the client clock an
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authority.
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Native volume programs may advertise a `cameraToWorld` matrix port when their
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procedural passes require an explicit camera transform instead of relying on
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render-pipeline globals.
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@ -112,6 +112,7 @@ namespace GameCult.Eve.UnityScene.Fields
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var gpuProjection = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
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var viewProjection = gpuProjection * camera.worldToCameraMatrix;
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SetMatrixPort("cameraInverseViewProjection", viewProjection.inverse);
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SetMatrixPort("cameraToWorld", camera.cameraToWorldMatrix);
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SetVectorPort("cameraProjectionExtents", ProjectionExtents(camera));
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SetFloatPort("raymarchOffset", Halton(Time.frameCount & 1023, 3));
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@ -1,7 +1,7 @@
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{
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"name": "org.gamecult.eve.unity-scene",
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"displayName": "Eve Unity Scene Lowering",
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"version": "0.3.48",
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"version": "0.3.49",
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"unity": "6000.0",
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"description": "Provider-agnostic Unity scene shell for gamecult.eve.surface.v1 interactive world surfaces.",
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"dependencies": {
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