Merge branch 'dev' into scatter-optimization

This commit is contained in:
Nick 2022-08-31 22:43:36 -04:00
commit 45ea9f02c4
10 changed files with 126 additions and 47 deletions

5
.gitignore vendored
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@ -417,4 +417,9 @@ docs/.m_cache/**
# Unity project
new-horizons-unity
new-horizons-unity/**
nh-unity
nh-unity/**
NewHorizons/Assets/Assets
NewHorizons/Assets/Assets.manifest
docs/.env

Binary file not shown.

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@ -0,0 +1,23 @@
ManifestFileVersion: 0
CRC: 1014555239
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 45fa3430ee7bea1e8384e57927fc0f76
TypeTreeHash:
serializedVersion: 2
Hash: 55d48f4ad9c3b13330b9eb5ee5686477
HashAppended: 0
ClassTypes:
- Class: 48
Script: {instanceID: 0}
SerializeReferenceClassIdentifiers: []
Assets:
- Assets/Shaders/SphereTextureWrapper.shader
- Assets/Shaders/Ring.shader
- Assets/Shaders/SphereTextureWrapperNormal.shader
- Assets/Shaders/UnlitRing1Pixel.shader
- Assets/Shaders/UnlitTransparent.shader
- Assets/Shaders/StandardCullOFF.shader
- Assets/Shaders/Ring1Pixel.shader
Dependencies: []

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@ -23,28 +23,31 @@ namespace NewHorizons.Builder.Atmosphere
sfv._allowShipAutoroll = true;
sfv._disableOnStart = false;
// Try to parent it to the same as other rulesets to match vanilla but if its null put it on the root object
var ruleSetGO = planetGO.GetComponentInChildren<PlanetoidRuleset>()?.gameObject;
if (ruleSetGO == null) ruleSetGO = planetGO;
var shockLayerRuleset = ruleSetGO.AddComponent<ShockLayerRuleset>();
shockLayerRuleset._type = ShockLayerRuleset.ShockType.Atmospheric;
shockLayerRuleset._radialCenter = airGO.transform;
shockLayerRuleset._minShockSpeed = config.Atmosphere.minShockSpeed;
shockLayerRuleset._maxShockSpeed = config.Atmosphere.maxShockSpeed;
if (config.Atmosphere.clouds != null)
if (config.Atmosphere.hasShockLayer)
{
shockLayerRuleset._innerRadius = config.Atmosphere.clouds.innerCloudRadius;
shockLayerRuleset._outerRadius = config.Atmosphere.clouds.outerCloudRadius;
}
else
{
var bottom = config.Base.surfaceSize;
var top = config.Atmosphere.size;
// Try to parent it to the same as other rulesets to match vanilla but if its null put it on the root object
var ruleSetGO = planetGO.GetComponentInChildren<PlanetoidRuleset>()?.gameObject;
if (ruleSetGO == null) ruleSetGO = planetGO;
shockLayerRuleset._innerRadius = (bottom + top) / 2f;
shockLayerRuleset._outerRadius = top;
var shockLayerRuleset = ruleSetGO.AddComponent<ShockLayerRuleset>();
shockLayerRuleset._type = ShockLayerRuleset.ShockType.Atmospheric;
shockLayerRuleset._radialCenter = airGO.transform;
shockLayerRuleset._minShockSpeed = config.Atmosphere.minShockSpeed;
shockLayerRuleset._maxShockSpeed = config.Atmosphere.maxShockSpeed;
if (config.Atmosphere.clouds != null)
{
shockLayerRuleset._innerRadius = config.Atmosphere.clouds.innerCloudRadius;
shockLayerRuleset._outerRadius = config.Atmosphere.clouds.outerCloudRadius;
}
else
{
var bottom = config.Base.surfaceSize;
var top = config.Atmosphere.size;
shockLayerRuleset._innerRadius = (bottom + top) / 2f;
shockLayerRuleset._outerRadius = top;
}
}
if (config.Atmosphere.hasOxygen)

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@ -9,7 +9,6 @@ namespace NewHorizons.Builder.Atmosphere
{
public static class CloudsBuilder
{
private static Shader _sphereShader = null;
private static Material[] _gdCloudMaterials;
private static Material[] _qmCloudMaterials;
private static GameObject _lightningPrefab;
@ -91,8 +90,6 @@ namespace NewHorizons.Builder.Atmosphere
// Fix the rotations once the rest is done
cloudsMainGO.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(0, 0, 0));
// For the base shader it has to be rotated idk
if (atmo.clouds.cloudsPrefab == CloudPrefabType.Basic) cloudsMainGO.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(90, 0, 0));
// Lightning
if (atmo.clouds.hasLightning)
@ -170,7 +167,6 @@ namespace NewHorizons.Builder.Atmosphere
MeshRenderer topMR = cloudsTopGO.AddComponent<MeshRenderer>();
if (_sphereShader == null) _sphereShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapper.shader");
if (_gdCloudMaterials == null) _gdCloudMaterials = SearchUtilities.Find("CloudsTopLayer_GD").GetComponent<MeshRenderer>().sharedMaterials;
if (_qmCloudMaterials == null) _qmCloudMaterials = SearchUtilities.Find("CloudsTopLayer_QM").GetComponent<MeshRenderer>().sharedMaterials;
Material[] prefabMaterials = atmo.clouds.cloudsPrefab == CloudPrefabType.GiantsDeep ? _gdCloudMaterials : _qmCloudMaterials;
@ -178,10 +174,10 @@ namespace NewHorizons.Builder.Atmosphere
if (atmo.clouds.cloudsPrefab == CloudPrefabType.Basic)
{
var material = new Material(_sphereShader);
var material = new Material(Shader.Find("Standard"));
if (atmo.clouds.unlit) material.renderQueue = 3000;
material.name = atmo.clouds.unlit ? "BasicCloud" : "BasicShadowCloud";
material.SetFloat(279, 0f); // smoothness
tempArray[0] = material;
}
else
@ -211,8 +207,7 @@ namespace NewHorizons.Builder.Atmosphere
if (atmo.clouds.rotationSpeed != 0f)
{
var topRT = cloudsTopGO.AddComponent<RotateTransform>();
// Idk why but the axis is weird
topRT._localAxis = atmo.clouds.cloudsPrefab == CloudPrefabType.Basic ? Vector3.forward : Vector3.up;
topRT._localAxis = Vector3.up;
topRT._degreesPerSecond = atmo.clouds.rotationSpeed;
topRT._randomizeRotationRate = false;
}

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@ -54,7 +54,7 @@ namespace NewHorizons.Builder.Body
remnantGO.transform.parent = proxy.transform;
remnantGO.transform.localPosition = Vector3.zero;
SharedMake(planetGO, remnantGO, proxyController, remnant);
SharedMake(planetGO, remnantGO, null, remnant);
proxyController.stellarRemnantGO = remnantGO;
}
@ -125,9 +125,11 @@ namespace NewHorizons.Builder.Body
if (realSize < body.Config.Ring.outerRadius) realSize = body.Config.Ring.outerRadius;
}
Renderer starAtmosphere = null;
Renderer starFog = null;
if (body.Config.Star != null)
{
StarBuilder.MakeStarProxy(planetGO, proxy, body.Config.Star, body.Mod, body.Config.isStellarRemnant);
(_, starAtmosphere, starFog) = StarBuilder.MakeStarProxy(planetGO, proxy, body.Config.Star, body.Mod, body.Config.isStellarRemnant);
if (realSize < body.Config.Star.size) realSize = body.Config.Star.size;
}
@ -217,9 +219,17 @@ namespace NewHorizons.Builder.Body
if (proxyController != null)
{
proxyController._atmosphere = atmosphere;
proxyController._fog = fog;
proxyController._fogCurveMaxVal = fogCurveMaxVal;
proxyController._atmosphere = atmosphere ?? starAtmosphere;
if (fog != null)
{
proxyController._fog = fog;
proxyController._fogCurveMaxVal = fogCurveMaxVal;
}
else if (starFog != null)
{
proxyController._fog = starFog;
proxyController._fogCurveMaxVal = 0.05f;
}
proxyController.topClouds = topClouds;
proxyController.lightningGenerator = lightningGenerator;
proxyController.supernovaPlanetEffectController = supernovaPlanetEffect;

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@ -46,23 +46,29 @@ namespace NewHorizons.Builder.Body
sunAtmosphere.transform.position = planetGO.transform.position;
sunAtmosphere.transform.localScale = Vector3.one * OuterRadiusRatio;
sunAtmosphere.name = "Atmosphere_Star";
var atmospheres = sunAtmosphere.transform.Find("AtmoSphere");
atmospheres.transform.localScale = Vector3.one;
var lods = atmospheres.GetComponentsInChildren<MeshRenderer>();
foreach (var lod in lods)
{
lod.material.SetFloat(InnerRadius, starModule.size);
lod.material.SetFloat(OuterRadius, starModule.size * OuterRadiusRatio);
}
var fog = sunAtmosphere.transform.Find("FogSphere").GetComponent<PlanetaryFogController>();
fog.transform.localScale = Vector3.one;
fog.fogRadius = starModule.size * OuterRadiusRatio;
fog.lodFadeDistance = fog.fogRadius * (StarBuilder.OuterRadiusRatio - 1f);
fog.fogImpostor.material.SetFloat(Radius, starModule.size * OuterRadiusRatio);
if (starModule.tint != null)
{
fog.fogTint = starModule.tint.ToColor();
fog.fogImpostor.material.SetColor(Tint, starModule.tint.ToColor());
sunAtmosphere.transform.Find("AtmoSphere").transform.localScale = Vector3.one;
foreach (var lod in sunAtmosphere.transform.Find("AtmoSphere").GetComponentsInChildren<MeshRenderer>())
{
foreach (var lod in lods)
lod.material.SetColor(SkyColor, starModule.tint.ToColor());
lod.material.SetFloat(InnerRadius, starModule.size);
lod.material.SetFloat(OuterRadius, starModule.size * OuterRadiusRatio);
}
}
fog.transform.localScale = Vector3.one;
fog.fogRadius = starModule.size * OuterRadiusRatio;
fog.lodFadeDistance = fog.fogRadius * (StarBuilder.OuterRadiusRatio - 1f);
fog.fogImpostor.material.SetFloat(Radius, starModule.size * OuterRadiusRatio);
}
var ambientLightGO = Object.Instantiate(SearchUtilities.Find("Sun_Body/AmbientLight_SUN"), starGO.transform);
@ -179,10 +185,37 @@ namespace NewHorizons.Builder.Body
return (starGO, starController, starEvolutionController);
}
public static GameObject MakeStarProxy(GameObject planet, GameObject proxyGO, StarModule starModule, IModBehaviour mod, bool isStellarRemnant)
public static (GameObject, Renderer, Renderer) MakeStarProxy(GameObject planet, GameObject proxyGO, StarModule starModule, IModBehaviour mod, bool isStellarRemnant)
{
var (starGO, controller, supernova) = SharedStarGeneration(proxyGO, null, mod, starModule, isStellarRemnant);
Renderer atmosphere = null;
Renderer fog = null;
if (starModule.hasAtmosphere)
{
GameObject sunAtmosphere = Object.Instantiate(SearchUtilities.Find("SunProxy/Sun_Proxy_Body/Atmosphere_SUN", false) ?? SearchUtilities.Find("SunProxy(Clone)/Sun_Proxy_Body/Atmosphere_SUN"), starGO.transform);
sunAtmosphere.transform.position = proxyGO.transform.position;
sunAtmosphere.transform.localScale = Vector3.one * OuterRadiusRatio;
sunAtmosphere.name = "Atmosphere_Star";
atmosphere = sunAtmosphere.transform.Find("Atmosphere_LOD2").GetComponent<MeshRenderer>();
atmosphere.transform.localScale = Vector3.one;
atmosphere.material.SetFloat(InnerRadius, starModule.size);
atmosphere.material.SetFloat(OuterRadius, starModule.size * OuterRadiusRatio);
fog = sunAtmosphere.transform.Find("FogSphere").GetComponent<MeshRenderer>();
fog.transform.localScale = Vector3.one;
fog.material.SetFloat(Radius, starModule.size * OuterRadiusRatio);
if (starModule.tint != null)
{
fog.material.SetColor(Tint, starModule.tint.ToColor());
atmosphere.material.SetColor(SkyColor, starModule.tint.ToColor());
}
controller.atmosphere = sunAtmosphere;
}
controller.isProxy = true;
// Planet can have multiple stars on them, so find the one that is also a remnant / not a remnant
@ -198,7 +231,7 @@ namespace NewHorizons.Builder.Body
supernova.mainStellerDeathController = mainController.supernova;
}
return starGO;
return (starGO, atmosphere, fog);
}
private static (GameObject, StarEvolutionController, StellarDeathController) SharedStarGeneration(GameObject planetGO, Sector sector, IModBehaviour mod, StarModule starModule, bool isStellarRemnant)

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@ -88,7 +88,7 @@ namespace NewHorizons.Builder.Body
lightRadius = 10000,
solarLuminosity = 0.5f
};
if (proxy != null) return StarBuilder.MakeStarProxy(planetGO, proxy, whiteDwarfModule, mod, true);
if (proxy != null) return StarBuilder.MakeStarProxy(planetGO, proxy, whiteDwarfModule, mod, true).Item1;
else return StarBuilder.Make(planetGO, sector, whiteDwarfModule, mod, true).Item1;
}
@ -107,7 +107,7 @@ namespace NewHorizons.Builder.Body
// Instead of showing the typical star surface we use a tinted singularity
GameObject neutronStar;
if (proxy != null) neutronStar = StarBuilder.MakeStarProxy(planetGO, proxy, neutronStarModule, mod, true);
if (proxy != null) neutronStar = StarBuilder.MakeStarProxy(planetGO, proxy, neutronStarModule, mod, true).Item1;
else (neutronStar, _, _) = StarBuilder.Make(planetGO, sector, neutronStarModule, mod, true);
neutronStar.FindChild("Surface").SetActive(false);

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@ -100,6 +100,11 @@ namespace NewHorizons.External.Modules
/// </summary>
public bool useAtmosphereShader;
/// <summary>
/// Whether this atmosphere will have flames appear when your ship goes a certain speed.
/// </summary>
[DefaultValue(true)] public bool hasShockLayer = true;
/// <summary>
/// Minimum speed that your ship can go in the atmosphere where flames will appear.
/// </summary>

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@ -313,6 +313,11 @@
"type": "boolean",
"description": "Whether we use an atmospheric shader on the planet. Doesn't affect clouds, fog, rain, snow, oxygen, etc. Purely\nvisual."
},
"hasShockLayer": {
"type": "boolean",
"description": "Whether this atmosphere will have flames appear when your ship goes a certain speed.",
"default": true
},
"minShockSpeed": {
"type": "number",
"description": "Minimum speed that your ship can go in the atmosphere where flames will appear.",