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