Files
2026-02-21 16:45:37 +08:00

65 lines
1.9 KiB
C#

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;
}