using NewHorizons.External.Modules; using NewHorizons.Utility; using UnityEngine; namespace NewHorizons.Builder.Atmosphere { public static class FogBuilder { private static Texture2D _ramp; public static void Make(GameObject planetGO, Sector sector, AtmosphereModule atmo) { if (_ramp == null) _ramp = ImageUtilities.GetTexture(Main.Instance, "AssetBundle/textures/FogColorRamp.png"); GameObject fogGO = new GameObject("FogSphere"); fogGO.SetActive(false); fogGO.transform.parent = sector?.transform ?? planetGO.transform; fogGO.transform.localScale = Vector3.one; // Going to copy from dark bramble var dbFog = SearchUtilities.Find("DarkBramble_Body/Atmosphere_DB/FogLOD"); var dbPlanetaryFogController = SearchUtilities.Find("DarkBramble_Body/Atmosphere_DB/FogSphere_DB").GetComponent(); var brambleLODFog = SearchUtilities.Find("DarkBramble_Body/Sector_DB/Proxy_DB/LOD_DB_VolumeticFog"); MeshFilter MF = fogGO.AddComponent(); MF.mesh = dbFog.GetComponent().mesh; MeshRenderer MR = fogGO.AddComponent(); MR.materials = dbFog.GetComponent().materials; MR.allowOcclusionWhenDynamic = true; PlanetaryFogController PFC = fogGO.AddComponent(); PFC.fogLookupTexture = dbPlanetaryFogController.fogLookupTexture; PFC.fogRadius = atmo.fogSize; PFC.fogDensity = atmo.fogDensity; PFC.fogExponent = 1f; PFC.fogColorRampTexture = atmo.fogTint == null ? _ramp : ImageUtilities.TintImage(_ramp, atmo.fogTint.ToColor()); PFC.fogColorRampIntensity = 1f; PFC.fogTint = atmo.fogTint.ToColor(); GameObject lodFogGO = new GameObject("LODFogSphere"); lodFogGO.SetActive(false); lodFogGO.transform.parent = fogGO.transform; lodFogGO.transform.localScale = Vector3.one * atmo.size / 320f; MeshFilter lodMF = lodFogGO.AddComponent(); lodMF.mesh = brambleLODFog.GetComponent().mesh; MeshRenderer lodMR = lodFogGO.AddComponent(); lodMR.material = new Material(brambleLODFog.GetComponent().material); lodMR.material.color = atmo.fogTint.ToColor(); lodMR.material.renderQueue = 1000; /* SectorProxy lodFogSectorProxy = lodFogGO.AddComponent(); lodFogSectorProxy._renderers = new List { lodMR }; lodFogSectorProxy.SetSector(sector); */ fogGO.transform.position = planetGO.transform.position; lodFogGO.transform.position = planetGO.transform.position; fogGO.SetActive(true); lodFogGO.SetActive(true); } } }