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>
This commit is contained in:
Meta Vens 2026-10-17 13:48:29 +02:00
commit 2055e18d3e
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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@ -26,7 +26,6 @@ public class PlanetSettings
// The one global exaggeration of gravity height: height = potential / K, in u/s^2 per unit of height.
public float HeightExaggeration = 1f;
public float AsteroidVerticalOffset = -5f;
public ExponentialLerp AsteroidSize;
public ExponentialLerp AsteroidHitpoints;
public ExponentialLerp AsteroidRespawnTime;

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@ -12,7 +12,6 @@ Shader "Aetheria/Asteroid"
#pragma fragment frag
#include "UnityCG.cginc" // for UnityObjectToWorldNormal
#include_with_pragmas "Assets/Shaders/Volumetric.cginc"
uniform float _AsteroidVerticalOffset;
struct v2f
{
@ -25,11 +24,7 @@ Shader "Aetheria/Asteroid"
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
float3 worldOrigin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1.0)).xyz;
float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
const float2 uv = getUV(worldOrigin.xz);
const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r;
worldPos.y += _AsteroidVerticalOffset - surfaceDisp;
o.vertex = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0));
o.uv = v.texcoord;
// get vertex normal in world space