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
This commit is contained in:
parent
1f90d3639a
commit
34e20c5488
679 changed files with 42717 additions and 209 deletions
|
|
@ -9,6 +9,9 @@ using static Unity.Mathematics.math;
|
|||
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
|
||||
public class PlanetSettings
|
||||
{
|
||||
public float ZoneDepthExponent;
|
||||
public float ZoneDepth;
|
||||
public float ZoneBoundaryFog;
|
||||
public ExponentialCurve GravityDepth;
|
||||
public ExponentialCurve GravityRadius;
|
||||
public ExponentialCurve WaveDepth;
|
||||
|
|
@ -59,9 +62,21 @@ public class ZoneGenerationSettings
|
|||
public float BeltProbability = .05f;
|
||||
public float BeltMassCeiling = 500f;
|
||||
|
||||
public ExponentialCurve AsteroidBeltWidth;
|
||||
public ExponentialCurve AsteroidCount;
|
||||
public ExponentialLerp AsteroidRotationSpeed;
|
||||
|
||||
public float ResourceDensityMinimum = .1f;
|
||||
public float ResourceDensityMaximum = 1.5f;
|
||||
|
||||
public float SunColorSaturation = .75f;
|
||||
public float SunSecondaryColorDistance = .25f;
|
||||
public float SunLightSaturation = .5f;
|
||||
public float SunFogTintSaturation = .5f;
|
||||
|
||||
public ExponentialLerp GasGiantBandCount;
|
||||
public float GasGiantBandColorSeparation = .25f;
|
||||
public float GasGiantBandAltColorChance = .25f;
|
||||
public ExponentialLerp GasGiantBandSaturation;
|
||||
public ExponentialLerp GasGiantBandBrightness;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue