Aetheria/Assets/Scripts/Sector Display/SunMaterial.cs
Reinier Vens c4be204cd0 First Flight
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
2020-12-22 03:13:43 +00:00

72 lines
3.2 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Unity.Mathematics.math;
//[ExecuteInEditMode]
public class SunMaterial : MonoBehaviour
{
public float SpeedMultiplier = 1;
public float FirstOffsetDomainRotationSpeed = .01f;
public float FirstOffsetRotationSpeed = .01f;
public float SecondOffsetDomainRotationSpeed = .01f;
public float SecondOffsetRotationSpeed = .01f;
public float AlbedoRotationSpeed = .01f;
public Vector3 LightingDirection;
private float _firstOffsetDomainRotation;
private float _firstOffsetRotation;
private float _secondOffsetDomainRotation;
private float _secondOffsetRotation;
private float _albedoRotation;
private Material _material;
private Orbit _orbit;
void OnEnable()
{
var mesh = GetComponent<MeshRenderer>();
if (mesh == null)
{
enabled = false;
return;
}
_material = mesh.material;
_firstOffsetDomainRotation = Random.value * Mathf.PI;
_firstOffsetRotation = Random.value * Mathf.PI;
_secondOffsetDomainRotation = Random.value * Mathf.PI;
_secondOffsetRotation = Random.value * Mathf.PI;
_albedoRotation = Random.value * Mathf.PI;
}
public void ApplyGradient(Gradient gradient)
{
var tex = gradient.ToTexture();
if (_material.HasProperty("_ColorRamp"))
{
_material.SetTexture("_ColorRamp", tex);
}
}
private void OnWillRenderObject()
{
_firstOffsetDomainRotation += FirstOffsetDomainRotationSpeed * SpeedMultiplier * Time.deltaTime;
_firstOffsetRotation += FirstOffsetRotationSpeed * SpeedMultiplier * Time.deltaTime;
_secondOffsetDomainRotation += SecondOffsetDomainRotationSpeed * SpeedMultiplier * Time.deltaTime;
_secondOffsetRotation += SecondOffsetRotationSpeed * SpeedMultiplier * Time.deltaTime;
_albedoRotation += AlbedoRotationSpeed * SpeedMultiplier * Time.deltaTime;
_material.SetVector("_LightingDirection", LightingDirection);
_material.SetMatrix("_FirstOffsetDomainRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, Mathf.Rad2Deg * _firstOffsetDomainRotation, 0), Vector3.one));
_material.SetMatrix("_FirstOffsetRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Mathf.Rad2Deg * Mathf.Sin(_firstOffsetRotation), Mathf.Rad2Deg * Mathf.Cos(_firstOffsetRotation), 0), Vector3.one));
_material.SetMatrix("_SecondOffsetDomainRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, Mathf.Rad2Deg * _secondOffsetDomainRotation, 0), Vector3.one));
_material.SetMatrix("_SecondOffsetRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Mathf.Rad2Deg * Mathf.Sin(_secondOffsetRotation), Mathf.Rad2Deg * Mathf.Cos(_secondOffsetRotation), 0), Vector3.one));
_material.SetMatrix("_AlbedoRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, Mathf.Rad2Deg * _albedoRotation, 0), Vector3.one));
}
}