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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
switch to simpler rotation shader
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@ -1,6 +1,5 @@
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using NewHorizons.Builder.Body.Geometry;
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using NewHorizons.External.Modules;
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using NewHorizons.Utility;
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using NewHorizons.Utility.Files;
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using NewHorizons.Utility.OWML;
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using OWML.Common;
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@ -60,7 +59,7 @@ namespace NewHorizons.Builder.Body
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var cubeSphere = new GameObject("CubeSphere");
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cubeSphere.SetActive(false);
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cubeSphere.transform.parent = sector?.transform ?? planetGO.transform;
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cubeSphere.transform.SetParent(sector?.transform ?? planetGO.transform, false);
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if (PlanetShader == null) PlanetShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapperTriplanar.shader");
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@ -99,10 +98,6 @@ namespace NewHorizons.Builder.Body
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var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
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if (superGroup != null) cubeSphere.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
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// rotate for backwards compat :P
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cubeSphere.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(0, -90, 0));
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cubeSphere.transform.position = planetGO.transform.position;
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cubeSphere.SetActive(true);
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// Now that we've made the mesh we can delete the heightmap texture
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@ -113,6 +108,7 @@ namespace NewHorizons.Builder.Body
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MeshRenderer MakeLODTerrain(int resolution, bool useTriplanar)
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{
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var LODCubeSphere = new GameObject("LODCubeSphere");
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LODCubeSphere.transform.SetParent(cubeSphere.transform, false);
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LODCubeSphere.AddComponent<MeshFilter>().mesh = CubeSphere.Build(resolution, heightMap, module.minHeight, module.maxHeight, stretch);
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@ -141,9 +137,6 @@ namespace NewHorizons.Builder.Body
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alphaTile.TryApplyTile(material);
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}
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LODCubeSphere.transform.parent = cubeSphere.transform;
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LODCubeSphere.transform.localPosition = Vector3.zero;
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return cubeSphereMR;
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}
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}
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@ -118,9 +118,6 @@ namespace NewHorizons.Builder.Props
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i--;
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continue;
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}
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// rotate in the same way heightmaps are rotated
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point = Quaternion.Euler(0, -90, 0) * point;
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}
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var prop = scatterPrefab.InstantiateInactive();
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@ -10,9 +10,9 @@ namespace NewHorizons.Utility.Geometry
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float x, y, z;
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if (useShaderCoords)
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{
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// shader does some jank stuff to match standard shader
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x = -v.z;
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y = v.x;
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// Y is DOWN is the shader
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x = v.x;
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y = v.z;
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z = -v.y;
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}
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else
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