using NewHorizons.External; using NewHorizons.Utility; using OWML.Common; using OWML.Utils; using System; using UnityEngine; using Logger = NewHorizons.Utility.Logger; namespace NewHorizons.Builder.Atmosphere { static class CloudsBuilder { private static Shader _sphereShader = null; public static void Make(GameObject body, Sector sector, AtmosphereModule atmo, IModBehaviour mod) { Texture2D image, cap, ramp; try { image = ImageUtilities.GetTexture(mod, atmo.Cloud); if (atmo.CloudCap == null) cap = ImageUtilities.ClearTexture(128, 128); else cap = ImageUtilities.GetTexture(mod, atmo.CloudCap); if (atmo.CloudRamp == null) ramp = ImageUtilities.CanvasScaled(image, 1, image.height); else ramp = ImageUtilities.GetTexture(mod, atmo.CloudRamp); } catch (Exception e) { Logger.LogError($"Couldn't load Cloud textures, {e.Message}, {e.StackTrace}"); return; } Color cloudTint = atmo.CloudTint == null ? Color.white : (Color)atmo.CloudTint.ToColor32(); GameObject cloudsMainGO = new GameObject(); cloudsMainGO.SetActive(false); cloudsMainGO.transform.parent = body.transform; cloudsMainGO.name = "Clouds"; GameObject cloudsTopGO = new GameObject(); cloudsTopGO.SetActive(false); cloudsTopGO.transform.parent = cloudsMainGO.transform; cloudsTopGO.transform.localScale = Vector3.one * atmo.Size; cloudsTopGO.name = "TopClouds"; MeshFilter topMF = cloudsTopGO.AddComponent(); topMF.mesh = GameObject.Find("CloudsTopLayer_GD").GetComponent().mesh; MeshRenderer topMR = cloudsTopGO.AddComponent(); if (!atmo.UseBasicCloudShader) { var tempArray = new Material[2]; for (int i = 0; i < 2; i++) { var mat = new Material(GameObject.Find("CloudsTopLayer_GD").GetComponent().sharedMaterials[i]); if (!atmo.ShadowsOnClouds) mat.renderQueue = 2550; tempArray[i] = mat; } topMR.sharedMaterials = tempArray; } else { if (_sphereShader == null) _sphereShader = Main.ShaderBundle.LoadAsset("Assets/Shaders/SphereTextureWrapper.shader"); topMR.material = new Material(_sphereShader); if (!atmo.ShadowsOnClouds) topMR.material.renderQueue = 2550; } foreach (var material in topMR.sharedMaterials) { material.SetColor("_Color", cloudTint); material.SetColor("_TintColor", cloudTint); material.SetTexture("_MainTex", image); material.SetTexture("_RampTex", ramp); material.SetTexture("_CapTex", cap); } if(!atmo.ShadowsOnClouds) { cloudsTopGO.layer = LayerMask.NameToLayer("IgnoreSun"); } RotateTransform topRT = cloudsTopGO.AddComponent(); topRT._localAxis = Vector3.up; topRT._degreesPerSecond = 10; topRT._randomizeRotationRate = false; GameObject cloudsBottomGO = new GameObject(); cloudsBottomGO.SetActive(false); cloudsBottomGO.transform.parent = cloudsMainGO.transform; cloudsBottomGO.transform.localScale = Vector3.one * (atmo.Size * 0.9f); cloudsBottomGO.name = "BottomClouds"; TessellatedSphereRenderer bottomTSR = cloudsBottomGO.AddComponent(); bottomTSR.tessellationMeshGroup = GameObject.Find("CloudsBottomLayer_GD").GetComponent().tessellationMeshGroup; var bottomTSRMaterials = GameObject.Find("CloudsBottomLayer_QM").GetComponent().sharedMaterials; var bottomTSRTempArray = new Material[bottomTSRMaterials.Length]; // It's a bit too green var bottomColor = atmo.CloudTint.ToColor32(); bottomColor.g = (byte)(bottomColor.g * 0.5f); for (int i = 0; i < bottomTSRMaterials.Length; i++) { bottomTSRTempArray[i] = new Material(bottomTSRMaterials[i]); bottomTSRTempArray[i].SetColor("_Color", bottomColor); bottomTSRTempArray[i].SetColor("_TintColor", bottomColor); } bottomTSR.sharedMaterials = bottomTSRTempArray; bottomTSR.maxLOD = 6; bottomTSR.LODBias = 0; bottomTSR.LODRadius = 1f; TessSphereSectorToggle bottomTSST = cloudsBottomGO.AddComponent(); bottomTSST._sector = sector; GameObject cloudsFluidGO = new GameObject(); cloudsFluidGO.SetActive(false); cloudsFluidGO.layer = 17; cloudsFluidGO.transform.parent = cloudsMainGO.transform; cloudsFluidGO.name = "CloudsFluid"; SphereCollider fluidSC = cloudsFluidGO.AddComponent(); fluidSC.isTrigger = true; fluidSC.radius = atmo.Size; OWShellCollider fluidOWSC = cloudsFluidGO.AddComponent(); fluidOWSC._innerRadius = atmo.Size * 0.9f; CloudLayerFluidVolume fluidCLFV = cloudsFluidGO.AddComponent(); fluidCLFV._layer = 5; fluidCLFV._priority = 1; fluidCLFV._density = 1.2f; fluidCLFV._fluidType = FluidVolume.Type.CLOUD; fluidCLFV._allowShipAutoroll = true; fluidCLFV._disableOnStart = false; // Fix the rotations once the rest is done cloudsMainGO.transform.localRotation = Quaternion.Euler(0, 0, 0); // For the base shader it has to be rotated idk if(atmo.UseBasicCloudShader) cloudsMainGO.transform.localRotation = Quaternion.Euler(90, 0, 0); cloudsMainGO.transform.localPosition = Vector3.zero; cloudsBottomGO.transform.localPosition = Vector3.zero; cloudsFluidGO.transform.localPosition = Vector3.zero; cloudsTopGO.transform.localPosition = Vector3.zero; cloudsTopGO.SetActive(true); cloudsBottomGO.SetActive(true); cloudsFluidGO.SetActive(true); cloudsMainGO.SetActive(true); } } }