diff --git a/NewHorizons/Builder/Atmosphere/CloudsBuilder.cs b/NewHorizons/Builder/Atmosphere/CloudsBuilder.cs index 65039e3a..6732b18f 100644 --- a/NewHorizons/Builder/Atmosphere/CloudsBuilder.cs +++ b/NewHorizons/Builder/Atmosphere/CloudsBuilder.cs @@ -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(); - if (_sphereShader == null) _sphereShader = Main.NHAssetBundle.LoadAsset("Assets/Shaders/SphereTextureWrapper.shader"); if (_gdCloudMaterials == null) _gdCloudMaterials = SearchUtilities.Find("CloudsTopLayer_GD").GetComponent().sharedMaterials; if (_qmCloudMaterials == null) _qmCloudMaterials = SearchUtilities.Find("CloudsTopLayer_QM").GetComponent().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(); - // 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; }