Integrated Sebastian Lague's Planet Generator Created Tour function in SectorRenderer which makes the camera follow each terrestrial planet in turn
44 lines
No EOL
1.5 KiB
C#
44 lines
No EOL
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu (menuName = "Celestial Body/Moat/Moat Shape")]
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public class MoatShape : CelestialBodyShape {
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[Header ("Continent settings")]
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public float shoreSteepness = 4;
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public float continentLevel = -0.05f;
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public float continentFlatness = 0.27f;
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[Header ("Mountain settings")]
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public float mountainSmoothing = 1f; // Reduces excessive jaggedness of mountains in some regions
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public float mountainBlend = 1; // Determines how smoothly the base of mountains blends into the terrain
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public Vector2 maskMinMax = new Vector2 (0.35f, 0.5f);
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[Header ("Noise settings")]
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public SimpleNoiseSettings continentNoise;
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public CraterSettings craterSettings;
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public Vector4 testParams;
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protected override void SetShapeData () {
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var prng = new PRNG (seed);
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continentNoise.SetComputeValues (heightMapCompute, prng, "_continents");
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craterSettings.SetComputeValues (heightMapCompute, seed);
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heightMapCompute.SetFloat ("shoreSteepness", shoreSteepness);
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heightMapCompute.SetFloat ("continentFlatness", continentFlatness);
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heightMapCompute.SetFloat ("continentLevel", continentLevel);
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heightMapCompute.SetFloat ("mountainSmoothing", mountainSmoothing);
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heightMapCompute.SetFloat ("mountainBlend", mountainBlend);
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heightMapCompute.SetVector ("maskMinMax", maskMinMax);
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heightMapCompute.SetVector ("params", testParams);
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}
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public override void ReleaseBuffers () {
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base.ReleaseBuffers ();
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craterSettings.ReleaseBuffers ();
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}
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} |