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
17 lines
531 B
C#
17 lines
531 B
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "Sector Display Properties", menuName = "Aetheria/Sector Display Properties")]
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public class GameSettings : ScriptableObject
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{
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public float DefaultZoneRadius;
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public float DefaultZoneMass;
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public float DefaultViewDistance;
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public float DefaultMinimapDistance;
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public int AsteroidMeshCount = 5;
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public PlanetSettings PlanetSettings;
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public ZoneGenerationSettings ZoneSettings;
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}
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