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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Use original sun intensity
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@ -28,6 +28,8 @@ namespace NewHorizons.Builder.Body
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if (currentController._atmosphere == null && atmosphere != null) currentController._atmosphere = atmosphere;
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if (config.Atmosphere != null && config.Atmosphere.atmosphereSunIntensity != 0) currentController._atmosphereOrigSunIntensity = config.Atmosphere.atmosphereSunIntensity;
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if (currentController._fog == null && fog != null) currentController._fog = fog;
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return currentController;
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@ -39,6 +41,7 @@ namespace NewHorizons.Builder.Body
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var supernovaEffectController = supernovaController.AddComponent<NHSupernovaPlanetEffectController>();
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supernovaEffectController._ambientLight = ambientLight;
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supernovaEffectController._ambientLightOrigIntensity = config.Base.ambientLight;
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if (config.Atmosphere != null && config.Atmosphere.atmosphereSunIntensity != 0) supernovaEffectController._atmosphereOrigSunIntensity = config.Atmosphere.atmosphereSunIntensity;
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supernovaEffectController._atmosphere = atmosphere;
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supernovaEffectController._atmosphereRenderer = atmosphereRenderer;
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supernovaEffectController._fog = fog;
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@ -14,6 +14,7 @@ namespace NewHorizons.Components
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public float _ambientLightOrigIntensity;
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public LODGroup _atmosphere;
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public Renderer _atmosphereRenderer;
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public float _atmosphereOrigSunIntensity = 1;
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public PlanetaryFogController _fog;
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public Renderer _fogImpostor;
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public Color _fogOrigTint;
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@ -114,7 +115,7 @@ namespace NewHorizons.Components
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if (_atmosphere != null)
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{
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s_matPropBlock_Atmosphere.SetFloat(s_propID_SunIntensity, 1f - collapseProgress);
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s_matPropBlock_Atmosphere.SetFloat(s_propID_SunIntensity, _atmosphereOrigSunIntensity * (1f - collapseProgress));
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foreach (var lod in _atmosphereLODs)
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foreach (var renderer in lod.renderers)
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@ -123,7 +124,7 @@ namespace NewHorizons.Components
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if (_atmosphereRenderer != null)
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{
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s_matPropBlock_Atmosphere.SetFloat(s_propID_SunIntensity, 1f - collapseProgress);
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s_matPropBlock_Atmosphere.SetFloat(s_propID_SunIntensity, _atmosphereOrigSunIntensity * (1f - collapseProgress));
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_atmosphereRenderer.SetPropertyBlock(s_matPropBlock_Atmosphere);
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}
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