Aetheria/Assets/Scripts/ServerShared/Environment.cs
2026-06-21 09:37:54 +01:00

170 lines
3.9 KiB
C#

using System;
using float2 = Unity.Mathematics.float2;
using float3 = Unity.Mathematics.float3;
using unitynoise = Unity.Mathematics.noise;
[Serializable]
public class ZoneEnvironment
{
public NebulaSettings Nebula;
public FlowSettings Flow;
public NoiseSettings Noise;
public AmbientLightingSettings Lighting;
public GridSettings Grid;
}
[Serializable]
public class NebulaSettings
{
public float FillDensity;
public float FillDistance;
public float FillExponent;
public float FillOffset;
public float PatchDensity;
public float FloorOffset;
public float FloorBlend;
public float PatchBlend;
public float Luminance;
public float Extinction;
public float TintLodExponent;
public float SafetyDistance;
}
[Serializable]
public class GridSettings
{
public bool Enabled;
public float Offset;
}
[Serializable]
public class AmbientLightingSettings
{
public float DynamicSkyBoost;
public float DynamicLodHigh;
public float DynamicLodLow;
public float DynamicIntensity;
}
[Serializable]
public class FlowSettings
{
public float GlobalScale;
public float GlobalAmplitude;
public float GlobalScrollSpeed;
public float Period;
public float SlopeAmplitude;
public float SwirlAmplitude;
}
[Serializable]
public class NoiseSettings
{
public float Scale;
public float Amplitude;
public float Exponent;
public float Speed;
public float SlopeExponent;
}
[Serializable]
public abstract class Brush
{
public BrushLayer LayerMask;
public float Cutoff;
public float Depth;
public float EnvelopeExponent;
float powerPulse( float x, float power )
{
x = Saturate(MathF.Abs(x))-.001f;
return MathF.Pow((x + 1.0f) * (1.0f - x), power);
}
protected abstract float Evaluate(float2 world, float2 uv);
public float Evaluate(float2 world, float2 pos, float2 radius)
{
var uv = (world - pos) / radius;
float dist = Length(uv)*2;
float envelope = MathF.Min(Cutoff, powerPulse(dist,EnvelopeExponent)) * SmoothStep(1, .95f, dist);
return Depth * Evaluate(world, uv) * envelope;
}
private static float Length(float2 value)
{
return MathF.Sqrt(value.x * value.x + value.y * value.y);
}
private static float Saturate(float value)
{
return value < 0 ? 0 : value > 1 ? 1 : value;
}
private static float SmoothStep(float edge0, float edge1, float x)
{
var t = Saturate((x - edge0) / (edge1 - edge0));
return t * t * (3.0f - 2.0f * t);
}
}
[Serializable]
public class PowerBrush : Brush
{
protected override float Evaluate(float2 world, float2 uv)
{
return 1;
}
}
[Serializable]
public abstract class TextureBrush : Brush
{
public float2 Frequency;
public float2 Phase;
}
[Serializable]
public abstract class AnimatedBrush : TextureBrush
{
public float AnimationSpeed;
public float Time { get; set; }
}
[Serializable]
public class SimplexBrush : TextureBrush
{
public bool AbsoluteValue;
protected override float Evaluate(float2 world, float2 uv)
{
var noise = unitynoise.snoise(world * Frequency + Phase);
return AbsoluteValue ? MathF.Abs(noise) : noise;
}
}
[Serializable]
public class AnimatedSimplexBrush : AnimatedBrush
{
public bool AbsoluteValue;
protected override float Evaluate(float2 world, float2 uv)
{
var noise = unitynoise.snoise(new float3(world * Frequency + Phase, AnimationSpeed * Time));
return AbsoluteValue ? MathF.Abs(noise) : noise;
}
}
[Serializable]
public class RadialWaveBrush : TextureBrush
{
public float WaveExponent;
protected override float Evaluate(float2 world, float2 uv)
{
float dist = MathF.Sqrt(uv.x * uv.x + uv.y * uv.y);
float ang = MathF.Atan2(uv.y,uv.x);
return MathF.Cos((ang + Phase.x) * Frequency.x * MathF.PI + (MathF.Pow(dist, WaveExponent) + Phase.y) * Frequency.y);
}
}