namespace NewHorizons.Components { /* public class EyeSunLightParamUpdater : MonoBehaviour { public static readonly int SunPosition = Shader.PropertyToID("_SunPosition"); public static readonly int OWSunPositionRange = Shader.PropertyToID("_OWSunPositionRange"); public static readonly int OWSunColorIntensity = Shader.PropertyToID("_OWSunColorIntensity"); public static readonly int SunIntensity = Shader.PropertyToID("_SunIntensity"); public static readonly Vector3 position = new Vector3(0, 1, -10) * 1000000; public static readonly Color color = new Color(0.3569f, 0.7843f, 1, 0.2f); public static readonly float radius = 100; public static readonly float range = 100000; public static readonly float intensity = 0.2f; public void LateUpdate() { var currentIntensity = TimeLoop.GetSecondsRemaining() > -10 ? intensity : 0; // Changing these global shader values breaks the CosmicInflationController orb shader // So DON'T use this component (sad) Shader.SetGlobalVector(SunPosition, new Vector4(position.x, position.y, position.z, radius)); Shader.SetGlobalVector(OWSunPositionRange, new Vector4(position.x, position.y, position.z, range * range)); Shader.SetGlobalVector(OWSunColorIntensity, new Vector4(color.r, color.g, color.b, currentIntensity)); foreach (var (_, material) in AtmosphereBuilder.Skys) { material.SetFloat(SunIntensity, currentIntensity); } } } */ }