Improved Level Generator
New asteroid models Asteroid belts have a custom width curve = tighter belts Zone Generator uses color theory now Zone gravity well is much deeper, filled with ambient glow Gravity waves flow over time Fog follows gravity waves Gas Giant shader fixed, offsets distort albedo properly Fog sample distances follow exponential curve Fog noise offsets sampling position instead of subtracting density = more natural looking noise Fog brightness fades out at max view distance
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679 changed files with 42717 additions and 209 deletions
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@ -7,6 +7,7 @@ using UniRx;
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using UnityEngine;
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using static Unity.Mathematics.math;
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using Unity.Mathematics;
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using Random = UnityEngine.Random;
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public class SectorRenderer : MonoBehaviour
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{
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@ -14,14 +15,17 @@ public class SectorRenderer : MonoBehaviour
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public GameSettings Settings;
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public Transform SectorRoot;
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public Transform SectorBrushes;
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public CinemachineVirtualCamera SceneCamera;
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public MeshRenderer SectorBoundaryBrush;
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public CinemachineVirtualCamera[] SceneCameras;
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public Camera[] FogCameras;
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public Camera[] MinimapCameras;
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public Material FogMaterial;
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public float FogFarFadeFraction = .125f;
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public float FarPlaneDistanceMultiplier = 2;
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public Mesh[] AsteroidMeshes;
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public Material AsteroidMaterial;
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public InstancedMesh[] AsteroidMeshes;
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// public Mesh[] AsteroidMeshes;
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// public Material AsteroidMaterial;
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[Header("Prefabs")]
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public GameObject Belt;
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@ -34,8 +38,11 @@ public class SectorRenderer : MonoBehaviour
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public Texture2D PlanetIcon;
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private Dictionary<Guid, PlanetObject> _planets = new Dictionary<Guid, PlanetObject>();
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private Dictionary<Guid, InstancedMesh[]> _beltMeshes = new Dictionary<Guid, InstancedMesh[]>();
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private Zone _zone;
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private float _viewDistance;
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public float Time { get; set; }
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public float ViewDistance
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{
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@ -44,7 +51,8 @@ public class SectorRenderer : MonoBehaviour
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_viewDistance = value;
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foreach (var camera in FogCameras)
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camera.orthographicSize = value;
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SceneCamera.m_Lens.FarClipPlane = value * FarPlaneDistanceMultiplier;
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foreach(var camera in SceneCameras)
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camera.m_Lens.FarClipPlane = value * FarPlaneDistanceMultiplier;
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FogMaterial.SetFloat("_DepthCeiling", value - FogFarFadeFraction * value);
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FogMaterial.SetFloat("_DepthBlend", FogFarFadeFraction * value);
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}
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@ -69,9 +77,6 @@ public class SectorRenderer : MonoBehaviour
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{
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_zone = zone;
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SectorBrushes.localScale = zone.Data.Radius * 2 * Vector3.one;
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_zone.ZoneDepth = 125;
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_zone.ZoneDepthExponent = .25f;
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_zone.ZoneDepthRadius = zone.Data.Radius * 2;
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ClearZone();
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foreach(var p in zone.Planets.Values)
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LoadPlanet(p);
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@ -86,6 +91,7 @@ public class SectorRenderer : MonoBehaviour
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DestroyImmediate(planet.gameObject);
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}
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_planets.Clear();
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_beltMeshes.Clear();
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}
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}
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@ -93,7 +99,10 @@ public class SectorRenderer : MonoBehaviour
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{
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if (planetData is AsteroidBeltData beltData)
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{
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var meshes = AsteroidMeshes.ToList();
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while(meshes.Count > Settings.AsteroidMeshCount)
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meshes.RemoveAt(Random.Range(0,meshes.Count));
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_beltMeshes[planetData.ID] = meshes.ToArray();
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}
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else
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{
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@ -113,7 +122,7 @@ public class SectorRenderer : MonoBehaviour
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var gas = (GasGiantObject) planet;
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var gasGiant = _zone.PlanetInstances[planetData.ID] as GasGiant;
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gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient().ToTexture()));
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gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient(!(planetData is SunData)).ToTexture()));
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gasGiantData.AlbedoRotationSpeed.Subscribe(f => gas.SunMaterial.AlbedoRotationSpeed = f);
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gasGiantData.FirstOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetRotationSpeed = f);
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gasGiantData.SecondOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetRotationSpeed = f);
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@ -139,41 +148,52 @@ public class SectorRenderer : MonoBehaviour
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}
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}
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private void Update()
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{
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foreach(var belt in _zone.AsteroidBelts.Values)
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{
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for (int i = 0; i < AsteroidMeshes.Length; i++)
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{
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var matrices = belt.Transforms
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.Skip((int) (((float)i / AsteroidMeshes.Length) * belt.Transforms.Length))
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.Take((int) (1f / AsteroidMeshes.Length * belt.Transforms.Length))
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.Select(v => Matrix4x4.TRS(
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new Vector3(v.x, _zone.GetHeight(v.xy), v.y),
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Quaternion.Euler(cos(v.z + (float) i / AsteroidMeshes.Length) * 100, sin(v.z + (float) i / AsteroidMeshes.Length) * 100, 0),
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Vector3.one * (v.w)))
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.ToArray();
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Graphics.DrawMeshInstanced(AsteroidMeshes[i], 0, AsteroidMaterial, matrices);
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}
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}
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}
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void LateUpdate()
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{
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foreach(var belt in _zone.AsteroidBelts)
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{
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var meshes = _beltMeshes[belt.Key];
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for (int i = 0; i < meshes.Length; i++)
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{
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var matrices = belt.Value.Transforms
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.Skip((int) (((float)i / meshes.Length) * belt.Value.Transforms.Length))
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.Take((int) (1f / meshes.Length * belt.Value.Transforms.Length))
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.Select((v, x) => Matrix4x4.TRS(
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new Vector3(v.x, _zone.GetHeight(v.xy), v.y),
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Quaternion.Euler(cos(v.z + (float) i / meshes.Length) * 100, sin(v.z + (float) i / meshes.Length) * 100, (float)x/belt.Value.Transforms.Length * 360),
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Vector3.one * v.w))
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.ToArray();
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Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, matrices);
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}
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}
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foreach (var planet in _planets)
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{
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var planetInstance = _zone.PlanetInstances[planet.Key];
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var p = _zone.GetOrbitPosition(planetInstance.BodyData.Orbit);
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planet.Value.transform.position = new Vector3(p.x, _zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, p.y);
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if(planet.Value is GasGiantObject gasGiantObject && !(planet.Value is SunObject))
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if(planet.Value is GasGiantObject gasGiantObject)
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{
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var toParent = normalize(_zone.GetOrbitPosition(_zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
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gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
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gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * Settings.PlanetSettings.WaveSpeed.Evaluate(planetInstance.BodyData.Mass.Value));
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if(!(planet.Value is SunObject))
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{
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var toParent = normalize(_zone.GetOrbitPosition(_zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
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gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
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}
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}
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}
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var fogPos = FogCameraParent.position;
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SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
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SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
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FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog);
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FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2));
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}
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}
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[Serializable]
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public class InstancedMesh
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{
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public Mesh Mesh;
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public Material Material;
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}
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