Move zone presentation tuning into render settings

This commit is contained in:
Meta Vens 2026-06-22 00:26:49 +01:00
commit bc545e3f5c
4 changed files with 58 additions and 8 deletions

View file

@ -598,7 +598,11 @@ public class ActionGameManager : MonoBehaviour
bodyIconSizeCurve.Exponent,
bodyIconSizeCurve.Multiplier,
bodyIconSizeCurve.Constant),
Settings.MinimapZoneGravityRange);
Settings.MinimapZoneGravityRange,
Settings.PlanetSettings.AsteroidVerticalOffset,
Settings.PlanetRotationSpeed,
Settings.PlanetSettings.ZoneDepthExponent,
Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
}
private readonly (float2 direction, string name)[] _directions = {

View file

@ -541,7 +541,7 @@ public class ZoneRenderer : MonoBehaviour
// SlimeRenderer.SpawnPositions[i] = _suns[i].Body.transform.position.Flatland();
// }
Shader.SetGlobalFloat("_AsteroidVerticalOffset", ActionGameManager.Instance.Settings.PlanetSettings.AsteroidVerticalOffset);
Shader.SetGlobalFloat("_AsteroidVerticalOffset", (float)RenderSettings.AsteroidVerticalOffset);
RefreshDaemonBodyPoses();
RefreshDaemonAsteroidBeltPoses();
RefreshDaemonVisibleEntityInstances();
@ -625,7 +625,7 @@ public class ZoneRenderer : MonoBehaviour
gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
}
}
else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up);
else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis((float)RenderSettings.PlanetRotationSpeed, Vector3.up);
}
foreach (var entityInstance in _entityInstancesByDaemonIndex.Values)
@ -654,8 +654,8 @@ public class ZoneRenderer : MonoBehaviour
}
//var fogPos = FogCameraParent.position;
SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
SectorBoundaryBrush.material.SetFloat("_Power", (float)RenderSettings.ZoneBoundaryPower);
SectorBoundaryBrush.material.SetFloat("_Depth", (float)RenderSettings.ZoneBoundaryDepth);
var gravityBand = AetheriaRuntimeDaemonRenderQueries.QueryGravityTerrainBand(
_daemonZoneSnapshot,
RenderSettings.MinimapZoneGravityRange,