FoliageWindByDayGroup / FoliageWindDayGroupPoint(int ActiveDayGroup, ...) becomes FoliageWindByWeather / FoliageWindWeatherPoint(string WeatherKind, ...) in AtmospherePolicyDeclaration (Plugin.Abstractions is BCL-only, so the key is the exact member name of AcDream.Core.World.WeatherKind rather than the enum itself). The raw activeDayGroup index carries no weather meaning by itself; WeatherState.cs already classifies each day group's authored DAT name into one of five real weather kinds, and that fact was already threaded through AtmosphericFrameInputs.Weather / uAtmosphereWeather.x — this reuses it instead of guessing an index-to-category mapping. Built-in table (BuiltInAtmosphericRenderPack.AtmospherePolicy()): Clear 0.25/0.15, Overcast 0.60/0.35, Rain 0.85/0.60, Snow 0.35/0.20, Storm 1.00/0.75 — all five WeatherKind members declared, the invented "Cloudy" row dropped. RenderPackAtmospherePolicyEvaluation.FoliageWind now takes a WeatherKind and matches by weather.ToString() (ordinal) against each declared point's name; a kind absent from the table falls back to the declared Clear row, then to (0,0) if Clear itself is undeclared. The delta-seconds EMA interpolation (EaseTowardTarget) is unchanged. AtmosphericPostProcessGraph.ResolveFoliageWind and its two callers (RenderPostProcess via inputs.Weather; RenderDirectionalShadows via foundation.Atmosphere.Kind) now pass WeatherKind instead of the day-group int. RenderPackValidation.ValidateAtmosphere (runs for every pack declaring an AtmospherePolicy, not gated to Tier2/shadow packs) now rejects an unknown or non-exact-case weather-kind name and a repeated kind, mirroring the existing ActiveDayGroupMultiplier duplicate-key check. Tests: RenderPackAtmospherePolicyEvaluationTests rewritten for the kind-keyed API (all five kinds resolve to their declared row, an unlisted kind falls back to Clear, ordinal exact-case matching, null-table handling); RenderPackSpirvValidatorTests gains four descriptor-validation cases (unknown name, wrong case, duplicate kind, the five-kind table accepted); AtmosphericPostProcessGraphTests' three foliage-wind cases now select WeatherKind.Storm via `with` instead of an assumed day-group index. Spot-check (per the coordinator's ask, not changed here): yes — ActiveDayGroupMultiplier / EvaluateDayGroupPolicy (pre-existing, Campaign AR/VM3-era — BuiltInAtmosphericRenderPack.AtmospherePolicy()'s three rows `new ActiveDayGroupMultiplier(0, 1.0), (1, 0.35), (2, 0.20)`) key the sun-ray/shadow/volumetric day-group strength multiplier by the same raw activeDayGroup index with an undocumented assumed meaning (0=brightest ... 2=dimmest), the identical class of issue this commit fixes for foliage wind. Left unchanged per instruction; flagging for the coordinator to file. Full solution Debug and Release builds green. App hermetic filter 6024/6026 — the same 2 pre-existing failures as VM6a/VM6b. Both were re-run in isolation per the verification ask: both still fail alone (not a load-flake in this environment) — confirmed via git stash earlier this session that both already fail on the unmodified pre-VM6 baseline, so they are pre-existing and unrelated to this change. Core.Tests hermetic 4697/4697. RenderPackValidator.Tests 30/30. No shader/spv changes in this commit (pure C#/docs fix). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
191 lines
6.5 KiB
C#
191 lines
6.5 KiB
C#
using AcDream.App.Rendering.Packs;
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using AcDream.Core.World;
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using AcDream.Plugin.Abstractions.Rendering;
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namespace AcDream.App.Tests.Rendering.Packs;
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/// <summary>
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/// Campaign VM VM6: <see cref="RenderPackAtmospherePolicyEvaluation.FoliageWind"/>
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/// (the exact per-weather-kind mean/gust lookup, keyed by the DAT-classified
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/// <see cref="WeatherKind"/> — corrected in the fix round from the raw
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/// <c>activeDayGroup</c> index, which carries no weather meaning by itself)
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/// and <see cref="RenderPackAtmospherePolicyEvaluation.EaseTowardTarget"/>
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/// (the smoothing step that keeps a weather change from snapping).
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/// </summary>
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public sealed class RenderPackAtmospherePolicyEvaluationTests
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{
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private static readonly FoliageWindWeatherPoint[] FiveKindTable =
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[
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new("Clear", 0.25, 0.15),
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new("Overcast", 0.60, 0.35),
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new("Rain", 0.85, 0.60),
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new("Snow", 0.35, 0.20),
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new("Storm", 1.00, 0.75),
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];
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[Theory]
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[InlineData(WeatherKind.Clear, 0.25f, 0.15f)]
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[InlineData(WeatherKind.Overcast, 0.60f, 0.35f)]
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[InlineData(WeatherKind.Rain, 0.85f, 0.60f)]
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[InlineData(WeatherKind.Snow, 0.35f, 0.20f)]
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[InlineData(WeatherKind.Storm, 1.00f, 0.75f)]
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public void FoliageWindResolvesEachOfTheFiveDeclaredWeatherKinds(
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WeatherKind kind,
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float expectedMean,
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float expectedGust)
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{
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(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
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FiveKindTable,
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kind);
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Assert.Equal(expectedMean, mean);
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Assert.Equal(expectedGust, gust);
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}
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[Fact]
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public void FoliageWindFallsBackToTheClearRowForAnUnlistedKind()
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{
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// A table that only declares Clear and Storm — a kind absent from
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// the table (Overcast here) falls back to the declared Clear row,
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// not to (0, 0), since an unresolved weather kind is closer to "no
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// weather data" than to "assume it's calm."
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FoliageWindWeatherPoint[] table =
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[
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new("Clear", 0.25, 0.15),
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new("Storm", 1.00, 0.75),
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];
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(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
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table,
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WeatherKind.Overcast);
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Assert.Equal(0.25f, mean);
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Assert.Equal(0.15f, gust);
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}
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[Fact]
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public void FoliageWindReturnsZeroWhenNeitherTheKindNorClearIsDeclared()
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{
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FoliageWindWeatherPoint[] table = [new("Storm", 1.00, 0.75)];
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(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
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table,
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WeatherKind.Overcast);
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Assert.Equal(0f, mean);
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Assert.Equal(0f, gust);
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}
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[Fact]
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public void FoliageWindReturnsZeroForANullTable()
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{
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(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
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null,
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WeatherKind.Clear);
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Assert.Equal(0f, mean);
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Assert.Equal(0f, gust);
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}
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[Fact]
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public void FoliageWindMatchesByExactNameNotSubstringOrCase()
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{
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// "Rain" must not match "Rainy" or any case variant — the lookup is
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// an ordinal exact match against the WeatherKind member name.
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FoliageWindWeatherPoint[] table =
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[
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new("Rainy", 0.99, 0.99),
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new("rain", 0.99, 0.99),
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new("Clear", 0.10, 0.05),
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];
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(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
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table,
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WeatherKind.Rain);
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// Neither "Rainy" nor "rain" matches WeatherKind.Rain.ToString()
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// ("Rain", exact case) — falls back to the declared Clear row.
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Assert.Equal(0.10f, mean);
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Assert.Equal(0.05f, gust);
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}
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[Fact]
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public void EaseTowardTargetDoesNotMoveWithZeroDelta()
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{
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float result = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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current: 0.25f,
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target: 0.85f,
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deltaSeconds: 0f,
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transitionSeconds: 10f);
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Assert.Equal(0.25f, result);
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}
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[Fact]
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public void EaseTowardTargetConvergesWithoutOvershootOrDiscontinuity()
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{
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// Sample the same weather change (Clear 0.25 -> Rainy 0.85) many
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// times over the transition window at a fixed per-tick delta and
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// assert the sequence is monotonically non-decreasing and never
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// jumps by more than one tick's proportional share — "no
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// discontinuity across the delta window."
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const float start = 0.25f;
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const float target = 0.85f;
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const float transitionSeconds = 10f;
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const float tickSeconds = 0.1f;
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float current = start;
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float previous = current;
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// A fixed-rate-per-tick ease is exponential decay toward the
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// target, not a linear ramp: after N ticks the remaining gap is
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// (1 - tickSeconds/transitionSeconds)^N of the original gap. 4000
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// ticks (400 s of simulated time, 40x the transition window) leaves
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// a remaining fraction of (0.99)^4000 ~= 4e-18 — comfortably
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// converged without asserting a false linear-ramp expectation.
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const int ticks = 4000;
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for (int i = 0; i < ticks; i++)
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{
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current = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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current,
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target,
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tickSeconds,
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transitionSeconds);
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Assert.True(
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current >= previous - 1e-6f,
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$"tick {i}: value regressed from {previous} to {current}");
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Assert.True(
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current <= target + 1e-6f,
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$"tick {i}: value {current} overshot target {target}");
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previous = current;
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}
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Assert.True(MathF.Abs(current - target) < 0.01f, $"did not converge: {current}");
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}
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[Fact]
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public void EaseTowardTargetSnapsInOneStepWhenTransitionSecondsIsZeroOrLess()
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{
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float result = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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current: 0f,
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target: 1f,
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deltaSeconds: 0.001f,
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transitionSeconds: 0f);
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Assert.Equal(1f, result);
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}
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[Fact]
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public void EaseTowardTargetClampsAnOversizedDeltaInsteadOfOvershooting()
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{
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// A delta larger than the transition window (e.g. after a long
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// pause) must not overshoot past the target.
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float result = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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current: 0f,
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target: 1f,
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deltaSeconds: 1000f,
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transitionSeconds: 10f);
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Assert.Equal(1f, result);
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}
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}
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