--Introduction------------------------------------------------
Kakonrad Engine is my "hobby" game engine using Vulkan API v.1.2
This executable demonstrates my Volumetric Hologram project with
ImGUI to show performance metrics and allow tuning parameters
The one mesh is set to Additive Blend Mode and can be freely viewed
using keyboard and mouse. Quads refer to the individual "tiles" Mesh
is comprised of. At this time, not all parameters are exposed to the UI
such as Hologram Color and Blend Mode

--Keyboard and Mouse Controls------------------------------------------------
Z Key 		== Toggle for Mouse Controls Camera
X Key 		== Toggle for Mouse is Unlocked, free to use Menu
Q Key 		== Descend
E Key 		== Ascend
W Key		== Forward
S Key 		== Backward
A Key		== Strafe Left
D Key 		== Strafe Right
Shift Key	== Hold to Accelerate movement
P Key 		== Pause Simulation
Space Key 	== Resume Simulation | Hold to Slow movement

--Volumetric Hologram Flags------------------------------------------------
Enable Strobing			== If True, Hologram will rapidly remove large portions of Quads in a loop
Enable Cam Dist Scaling	== If True, Quads will shrink down as camera gets nearer to them
Billboard Per Quads		== If True, Quads own Pos will be used for facing, if False, the Mesh's Pos
Enable Anim Pattern		== If True, Noise Texture will be applied to Quads, if False, a simple gradient
Enable Lighting			== If True, two "fixed" directional lights will be used to accentuate the form
Enable Billboarding		== If True, Quads will turn to always face the Camera
Enable View Culling		== If True, Quads will collapse if the Quad Normals are facing away from camera

--Volumetric Hologram Parameters------------------------------------------------
Pattern Repeat			== Tiling for the Animated Noise Texture
Pattern Rate			== How quickly the animated noise cycles
Pattern Density			== The threshold for the visible "noise", closer to 1.0 means more opaque
View Cull Threshold		== For Cull Dot Product Test. Negative values mean Quads facing away will pass
Strobe Gradient			== Larger than 1.0 means gradient will repeat Strobing
Strobe Slice			== How many "segments" the Mesh will be cut up into via Strobing
Tile Scale Min			== Minimum size that Quad is allowed to be scaled to via the features listed above
Tile Scale Max			== Max value Quads can become, larger values will scale Quads up quite a bit
Cam Dist Influence		== How far before distance scaling kicks in, smaller vals means not until up-close
Cam Dist Expo			== A power curve placed on distance value between Camera and Quad
Emissive Intensity		== Paired with Bloom, the strength of hologram's "light"

--Volumetric Hologram Ambient Undulation------------------------------------------------
Undulate XZ Extents		== How far Quads move on ZX Plane during Fringe Oscillation
Undulate Y Extents		== How far Quads move along Y-Axis during Fringe Oscillation
Fringe Expo				== The Power Curve for Fresnel value to determine what is Quads are "fringe"
Undulate Rate			== How fast the "Fringe Quads" oscillates
Undulate Offset Scale	== Gradient for offsetting the Quad's movement, smaller means they "move as one"

--Volumetric Hologram Animations------------------------------------------------
Slider					== 0 to 1, with 0.0 being Mesh is regular, and 1.0 being animation is finished
Anim Extents			== The "extents" of the animation, for example how far the Quads explode
Auto-Play Animation		== If True, auto-play instead of using Slider
Anim Rate				== How fast auto-play will loop

--Animation Selector Dropdown--
Tornado					== The Quads will swirl around the central Y-Axis
Gridify					== The Quads will swoop into an NxN grid 
Burst					== Areas of the Mesh will "burst" until nothing is left
Explosion				== All Quads suddenly scatter across the four winds, falling onto the terrain

--Bloom Settings------------------------------------------------
Downsample Spread		== The step-size during Kawase Downsampling
Upsample Spread			== The step-size during Kawase Upsampling
Intensity				== Scalar value for when compositing final Bloom
Pulse Boost				== How much Pulse increases Bloom Intensity
Pulse Rate				== Speed at which the periodic Pulse oscillates

--The Mesh------------------------------------------------
The demo hologram was created from the famous Stanford Dragon Model
The demo mesh is located in the Resources Folder volumetric_hologram_demo.obj
With the HDA, feel free to overwrite this obj file to preview your 
own generated hologram meshes. They do not require interiors, but 
do require burst data to be exported
