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
82 lines
2.6 KiB
C#
82 lines
2.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class PlanetSettings
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{
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public float ZoneDepthExponent;
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public float ZoneDepth;
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public float ZoneBoundaryFog;
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public ExponentialCurve GravityDepth;
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public ExponentialCurve GravityRadius;
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public ExponentialCurve WaveDepth;
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public ExponentialCurve WaveRadius;
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public ExponentialCurve WaveFrequency;
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public ExponentialCurve WaveSpeed;
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public ExponentialCurve FogTintRadius;
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public ExponentialCurve LightRadius;
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public ExponentialCurve BodyRadius;
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public ExponentialLerp AsteroidSize;
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public ExponentialLerp AsteroidHitpoints;
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public ExponentialLerp AsteroidRespawnTime;
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public float GravityStrength;
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public float MiningDifficulty = 500f;
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public ExponentialCurve OrbitPeriod;
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}
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class GalaxyShapeSettings
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{
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public int Arms = 4;
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public float Twist = 10;
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public float TwistExponent = 2;
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}
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class ZoneGenerationSettings
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{
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public GalaxyShapeSettings ShapeSettings;
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public ExponentialCurve PlanetSafetyRadius;
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public float MassFloor = 1;
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public float SunMass = 10000;
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public float GasGiantMass = 2000;
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public float PlanetMass = 100f;
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public int SatellitePasses = 4;
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public float SatelliteCreationMassFloor = 100;
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public float SatelliteCreationProbability = .25f;
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public float BinaryCreationProbability = .25f;
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public float RosetteProbability = .25f;
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public ExponentialLerp ZoneRadius;
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public ExponentialLerp ZoneMass;
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public float BeltProbability = .05f;
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public float BeltMassCeiling = 500f;
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public ExponentialCurve AsteroidBeltWidth;
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public ExponentialCurve AsteroidCount;
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public ExponentialLerp AsteroidRotationSpeed;
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public float ResourceDensityMinimum = .1f;
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public float ResourceDensityMaximum = 1.5f;
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public float SunColorSaturation = .75f;
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public float SunSecondaryColorDistance = .25f;
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public float SunLightSaturation = .5f;
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public float SunFogTintSaturation = .5f;
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public ExponentialLerp GasGiantBandCount;
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public float GasGiantBandColorSeparation = .25f;
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public float GasGiantBandAltColorChance = .25f;
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public ExponentialLerp GasGiantBandSaturation;
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public ExponentialLerp GasGiantBandBrightness;
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}
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