Delete AsteroidVerticalOffset: setting, asset line, shader global, and the asteroid shader's field read
Rock height leaves the shader; DrawAhead owns it (next commit). Does not build alone: ZoneRenderer and ActionGameManager still reference the deleted names. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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3 changed files with 2 additions and 8 deletions
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Assets/Resources/Settings.asset
(Stored with Git LFS)
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Assets/Resources/Settings.asset
(Stored with Git LFS)
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@ -26,7 +26,6 @@ public class PlanetSettings
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// The one global exaggeration of gravity height: height = potential / K, in u/s^2 per unit of height.
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public float HeightExaggeration = 1f;
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public float AsteroidVerticalOffset = -5f;
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public ExponentialLerp AsteroidSize;
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public ExponentialLerp AsteroidHitpoints;
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public ExponentialLerp AsteroidRespawnTime;
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@ -12,7 +12,6 @@ Shader "Aetheria/Asteroid"
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#pragma fragment frag
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#include "UnityCG.cginc" // for UnityObjectToWorldNormal
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#include_with_pragmas "Assets/Shaders/Volumetric.cginc"
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uniform float _AsteroidVerticalOffset;
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struct v2f
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{
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@ -25,11 +24,7 @@ Shader "Aetheria/Asteroid"
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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float3 worldOrigin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1.0)).xyz;
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float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
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const float2 uv = getUV(worldOrigin.xz);
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const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r;
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worldPos.y += _AsteroidVerticalOffset - surfaceDisp;
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o.vertex = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0));
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o.uv = v.texcoord;
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// get vertex normal in world space
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