fixed screen fog color when exiting dimensions

This commit is contained in:
FreezeDriedMangoes 2022-07-12 23:27:48 -04:00
parent 134c4e668d
commit 3abaf1e37a
2 changed files with 5 additions and 2 deletions

View File

@ -238,7 +238,9 @@ namespace NewHorizons.Builder.Body
// Change fog color // Change fog color
if (body.Config.Bramble.dimension.fogTint != null) if (body.Config.Bramble.dimension.fogTint != null)
{ {
fog.fogTint = body.Config.Bramble.dimension.fogTint.ToColor(); var color = body.Config.Bramble.dimension.fogTint.ToColor();
fog.fogTint = color;
outerFogWarpVolume._fogColor = color;
} }
// Set up repel volume to only contain this dimension // Set up repel volume to only contain this dimension

View File

@ -1,4 +1,5 @@
using NewHorizons.Builder.Body; using NewHorizons.Builder.Body;
using NewHorizons.Components;
using NewHorizons.Handlers; using NewHorizons.Handlers;
using NewHorizons.Utility; using NewHorizons.Utility;
using OWML.Common; using OWML.Common;
@ -233,7 +234,7 @@ namespace NewHorizons.Builder.Props
fogEffectRuleset._material = GameObject.Find("DB_PioneerDimension_Body/Sector_PioneerDimension").GetComponent<EffectRuleset>()._material; fogEffectRuleset._material = GameObject.Find("DB_PioneerDimension_Body/Sector_PioneerDimension").GetComponent<EffectRuleset>()._material;
} }
//TODO: replace InnerFogWarpVolume with NHInnerFogWarpVolume, which overrides GetFogDensity to account for scale //TODO: replace InnerFogWarpVolume with NHInnerFogWarpVolume, which overrides GetFogDensity to account for scale (this will fix the issue with screen fog caused by scaled down nodes)
// Set the scale // Set the scale
brambleNode.transform.localScale = Vector3.one * config.scale; brambleNode.transform.localScale = Vector3.one * config.scale;