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Adjust shores
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28951e769b
commit
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2 changed files with 6 additions and 4 deletions
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@ -75,7 +75,7 @@ namespace OpenTS2.Scenes
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var vars1 = GetVariationRectangles(terrainAsset.Width, terrainAsset.Height);
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var vars2 = GetVariationRectangles(terrainAsset.Width, terrainAsset.Height);
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MakeVariationVertexColors(terrainMesh, vars1, vars2);
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MakeVertexColors(terrainMesh, vars1, vars2);
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LightmapManager.RenderShadowMap();
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meshRenderer.material.SetTexture("_ShadowMap", LightmapManager.ShadowMap);
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meshRenderer.material.SetTexture("_ShoreMask", LightmapManager.ShoreMap);
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@ -108,8 +108,9 @@ namespace OpenTS2.Scenes
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terrainMesh.colors = cols;
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}
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void MakeVariationVertexColors(Mesh terrainMesh, List<Rect> variations1, List<Rect> variations2)
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void MakeVertexColors(Mesh terrainMesh, List<Rect> variations1, List<Rect> variations2)
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{
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var seaLevel = NeighborhoodManager.CurrentNeighborhood.Terrain.SeaLevel;
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var vertices = terrainMesh.vertices;
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var colors = terrainMesh.colors;
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for(var i=0;i<vertices.Length;i++)
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@ -92,7 +92,8 @@ Shader "OpenTS2/ClassicTerrain"
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o.cliff = max(0,min(1,pow(-(dot(worldNormal, float3(0.0, 1.0, 0.0)) - 1), 2) * 3));
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o.shadowUv = float2(v.vertex.x, v.vertex.z) / (128 * 10);
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o.height = v.vertex.y;
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if (v.vertex.y <= _SeaLevel)
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o.color.b = 1;
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return o;
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}
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@ -109,7 +110,7 @@ Shader "OpenTS2/ClassicTerrain"
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fixed4 shadowMapCol = tex2D(_ShadowMap, i.shadowUv);
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i.matcapUv *= shadowMapCol.r;
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float shoreAmount = min(1,tex2D(_ShoreMask, i.shadowUv) * 1.1);
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float shoreAmount = min(1,tex2D(_ShoreMask, i.shadowUv) * 1.1 + i.color.b);
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fixed4 shoreCol = tex2D(_Shore, i.uv);
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