using System; using UnityEngine; [Serializable] public class Sky { [Tooltip("Light Wavelenght used for atmospheric scattering. Keep it near defaults for earthlike atmospheres, or change for alien or fantasy atmospheres for example.")] [Header("Scattering")] public Vector3 waveLenght; [Tooltip("Influence atmospheric scattering.")] public float rayleigh = 1f; [Tooltip("Sky turbidity. Particle in air. Influence atmospheric scattering.")] public float turbidity = 1f; [Tooltip("Influence scattering near sun.")] public float mie = 1f; [Tooltip("Influence scattering near sun.")] public float g = 0.75f; [Tooltip("Intensity gradient for atmospheric scattering. Influence atmospheric scattering based on current time. 0h - 24h")] public AnimationCurve scatteringCurve; [Tooltip("Color gradient for atmospheric scattering. Influence atmospheric scattering based on current time. 0h - 24h")] public Gradient scatteringColor; [Tooltip("Intensity of Sun Influence Scale and Dropoff of sundisk.")] [Header("Sun")] public float SunIntensity = 50f; [Tooltip("Scale of rendered sundisk.")] public float SunDiskScale = 50f; [Tooltip("Intenisty of rendered sundisk.")] public float SunDiskIntensity = 5f; [Tooltip("Color gradient for sundisk. Influence sundisk color based on current time. 0h - 24h")] public Gradient SunDiskColor; [Tooltip("Higher values = brighter sky.")] [Header("Tonemapping")] public float SkyExposure = 1.5f; [Tooltip("Higher values = brighter sky.")] public float SkyLuminence = 1f; [Tooltip("Higher values = stronger colors.")] public float SkyCorrection = 2f; [Tooltip("Will be changed on runtime based on current weather.")] public Color weatherMod = Color.white; [Tooltip("Intensity of stars on nighttime.")] [Header("Stars")] public float StarsIntensity = 5f; [HideInInspector] public float currentStarsIntensity; [Tooltip("Stars flickering effect intensity.")] public float StarsBlinking = 5f; }