Graphics Settings + Disabling Minimap Asteroids
Created graphics settings data structure Added nebula quality option to graphics settings Added option to display asteroids in minimap (expensive)
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25 changed files with 1733 additions and 257 deletions
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@ -18,20 +18,24 @@ using static Unity.Mathematics.noise;
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[RequireComponent( typeof( Camera ) )]
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public class VolumeSampling : MonoBehaviour
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{
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public Transform GridTransform;
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public Camera GridCamera;
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public GameSettings Settings;
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private float _flowScroll;
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public RenderTexture NebulaSurfaceHeight;
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public RenderTexture NebulaPatchHeight;
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public RenderTexture NebulaPatch;
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public RenderTexture NebulaTint;
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private float _flowScroll;
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private Transform _gridTransform;
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void Update()
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{
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if(_gridTransform==null)
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_gridTransform = GridCamera?.transform;
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// Shader needs to know the position and scale of cameras used to render input textures
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if(GridTransform != null)
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Shader.SetGlobalVector("_GridTransform", new Vector4(GridTransform.position.x,GridTransform.position.z,GridTransform.localScale.x));
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if(GridCamera != null)
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Shader.SetGlobalVector("_GridTransform", new Vector4(_gridTransform.position.x,_gridTransform.position.z,GridCamera.orthographicSize*2));
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// Volumetric sampling parameters are used by several shaders
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Shader.SetGlobalTexture("_NebulaSurfaceHeight", NebulaSurfaceHeight);
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