65 lines
1.6 KiB
C#
65 lines
1.6 KiB
C#
using System;
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using UnityEngine;
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[Serializable]
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public class CloudVariables
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{
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[Tooltip("Clouds Quality. High Performance Impact! Call InitClouds() to apply change in runtime.")]
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[Range(10f, 200f)]
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[Header("Setup")]
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public int Quality = 25;
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[Tooltip("Segments of generated clouds mesh. Good for curvate meshes. If curved disabled keep it low.")]
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public int segmentCount = 3;
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[Tooltip("Thickness of generated clouds mesh.")]
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public float thickness = 0.4f;
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[Tooltip("Clouds mesh curved at horizon?")]
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public bool curved;
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[Tooltip("Clouds mesh curve intensity.")]
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public float curvedIntensity = 0.001f;
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[Tooltip("Clouds tiling/scale modificator.")]
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[Range(0.5f, 2f)]
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public float Scaling = 1f;
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[Tooltip("Base color of clouds.")]
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[Header("Runtime Settings")]
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public Color FirstColor;
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[Tooltip("Shading color of clouds.")]
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public Color SecondColor;
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[Tooltip("Coverage rate of clouds generated.")]
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public float Coverage = 1f;
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[Tooltip("Density of clouds generated.")]
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public float Density = 1f;
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[Tooltip("Clouds alpha modificator.")]
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public float Alpha = 0.5f;
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[Tooltip("Clouds morph speed modificator.")]
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public float Speed1 = 0.5f;
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[Tooltip("Clouds morph speed modificator.")]
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public float Speed2 = 1f;
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[Tooltip("Global wind direction.")]
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public Vector2 WindDir = new Vector2(1f, 1f);
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[Tooltip("Offset used for multi layer clouds rendering.")]
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public float LayerOffset = 0.5f;
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[HideInInspector]
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public float AmbientLightIntensity = 0.3f;
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[HideInInspector]
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public float DirectLightIntensity = 1f;
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[Header("Cloud Lighting")]
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public AnimationCurve DirectLightIntensityTimed;
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}
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