Add fog underwater

This commit is contained in:
Nick J. Connors 2022-01-15 01:58:01 -05:00
parent 0e51c14b74
commit 606e56f1a0

View File

@ -70,6 +70,12 @@ namespace NewHorizons.Builder.Body
fluidVolume.SetValue("_radius", waterSize); fluidVolume.SetValue("_radius", waterSize);
fluidVolume.SetValue("_layer", LayerMask.NameToLayer("BassicEffectVolume")); fluidVolume.SetValue("_layer", LayerMask.NameToLayer("BassicEffectVolume"));
var fogGO = GameObject.Instantiate(GameObject.Find("GiantsDeep_Body/Sector_GD/Sector_GDInterior/Effects_GDInterior/OceanFog"), waterGO.transform);
fogGO.name = "OceanFog";
fogGO.transform.localPosition = Vector3.zero;
fogGO.transform.localScale = Vector3.one;
/*
// Because assetbundles were a bitch... // Because assetbundles were a bitch...
GameObject fog1 = new GameObject(); GameObject fog1 = new GameObject();
fog1.transform.parent = waterGO.transform; fog1.transform.parent = waterGO.transform;
@ -91,6 +97,7 @@ namespace NewHorizons.Builder.Body
fog3.AddComponent<MeshFilter>().mesh = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshFilter>().mesh; fog3.AddComponent<MeshFilter>().mesh = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshFilter>().mesh;
fog3.AddComponent<MeshRenderer>().material = new Material(Shader.Find("Sprites/Default")); fog3.AddComponent<MeshRenderer>().material = new Material(Shader.Find("Sprites/Default"));
fog3.GetComponent<MeshRenderer>().material.color = new Color32(0, 75, 50, 5); fog3.GetComponent<MeshRenderer>().material.color = new Color32(0, 75, 50, 5);
*/
if (module.Curve != null) if (module.Curve != null)
{ {