new-horizons/Marshmallow/MakeAtmosphere.cs
2020-04-12 15:31:58 +01:00

106 lines
4.4 KiB
C#

using UnityEngine;
namespace Marshmallow.Atmosphere
{
static class MakeAtmosphere
{
public static void Make(GameObject body, float topCloudScale, bool hasFog, float fogDensity, Color fogTint)
{
topCloudScale /= 2;
GameObject atmoM = new GameObject();
atmoM.SetActive(false);
atmoM.name = "Atmosphere";
atmoM.transform.parent = body.transform;
if (hasFog)
{
GameObject fog = new GameObject();
fog.SetActive(false);
fog.name = "FogSphere";
fog.transform.parent = atmoM.transform;
fog.transform.localScale = new Vector3(topCloudScale + 10, topCloudScale + 10, topCloudScale + 10);
MeshFilter mf = fog.AddComponent<MeshFilter>();
mf.mesh = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<MeshFilter>().mesh;
MeshRenderer mr = fog.AddComponent<MeshRenderer>();
mr.materials = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<MeshRenderer>().materials;
mr.allowOcclusionWhenDynamic = true;
PlanetaryFogController pfc = fog.AddComponent<PlanetaryFogController>();
pfc.fogLookupTexture = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<PlanetaryFogController>().fogLookupTexture;
pfc.fogRadius = topCloudScale + 10;
pfc.fogDensity = fogDensity;
pfc.fogExponent = 1f;
pfc.fogColorRampTexture = GameObject.Find("Atmosphere_GD/FogSphere").GetComponent<PlanetaryFogController>().fogColorRampTexture;
pfc.fogColorRampIntensity = 1f;
pfc.fogTint = fogTint;
fog.SetActive(true);
}
/*
GameObject atmo = new GameObject();
atmo.SetActive(false);
atmo.transform.parent = atmoM.transform;
atmo.transform.localScale = new Vector3(topCloudScale + 100, topCloudScale + 100, topCloudScale + 100);
Material mat = GameObject.Find("Atmosphere_LOD0").GetComponent<MeshRenderer>().material;
GameObject lod0 = new GameObject();
lod0.transform.parent = atmo.transform;
MeshFilter f0 = lod0.AddComponent<MeshFilter>();
f0.mesh = GameObject.Find("Atmosphere_LOD0").GetComponent<MeshFilter>().mesh;
MeshRenderer r0 = lod0.AddComponent<MeshRenderer>();
r0.material = mat;
GameObject lod1 = new GameObject();
lod0.transform.parent = atmo.transform;
MeshFilter f1 = lod1.AddComponent<MeshFilter>();
f1.mesh = GameObject.Find("Atmosphere_LOD1").GetComponent<MeshFilter>().mesh;
MeshRenderer r1 = lod1.AddComponent<MeshRenderer>();
r1.material = mat;
GameObject lod2 = new GameObject();
lod2.transform.parent = atmo.transform;
MeshFilter f2 = lod2.AddComponent<MeshFilter>();
f2.mesh = GameObject.Find("Atmosphere_LOD2").GetComponent<MeshFilter>().mesh;
MeshRenderer r2 = lod2.AddComponent<MeshRenderer>();
r2.material = mat;
GameObject lod3 = new GameObject();
lod3.transform.parent = atmo.transform;
MeshFilter f3 = lod3.AddComponent<MeshFilter>();
f3.mesh = GameObject.Find("Atmosphere_LOD3").GetComponent<MeshFilter>().mesh;
MeshRenderer r3 = lod3.AddComponent<MeshRenderer>();
r3.material = mat;
// THIS FUCKING THING. do NOT ask why i have done this. IT WORKS.
// This creates an LOD group in the worst way possible. i am so sorry.
LODGroup lodg = atmo.AddComponent<LODGroup>();
LOD[] lodlist = new LOD[4];
Renderer[] t0 = { r0 };
Renderer[] t1 = { r1 };
Renderer[] t2 = { r2 };
Renderer[] t3 = { r3 };
LOD one = new LOD(1, t0);
LOD two = new LOD(0.7f, t1);
LOD three = new LOD(0.27f, t2);
LOD four = new LOD(0.08f, t3);
lodlist[0] = one;
lodlist[1] = two;
lodlist[2] = three;
lodlist[3] = four;
lodg.SetLODs(lodlist);
lodg.fadeMode = LODFadeMode.None;
*/
//atmo.SetActive(true);
atmoM.SetActive(true);
}
}
}