diff options
Diffstat (limited to 'Valheim_v202102/Valheim/assembly_valheim/MenuScene.cs')
-rw-r--r-- | Valheim_v202102/Valheim/assembly_valheim/MenuScene.cs | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/Valheim_v202102/Valheim/assembly_valheim/MenuScene.cs b/Valheim_v202102/Valheim/assembly_valheim/MenuScene.cs new file mode 100644 index 0000000..6a14e0e --- /dev/null +++ b/Valheim_v202102/Valheim/assembly_valheim/MenuScene.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +[ExecuteInEditMode] +public class MenuScene : MonoBehaviour +{ + public Light m_dirLight; + + public Color m_sunFogColor = Color.white; + + public Color m_fogColor = Color.white; + + public Color m_ambientLightColor = Color.white; + + public float m_fogDensity = 1f; + + public Vector3 m_windDir = Vector3.left; + + public float m_windIntensity = 0.5f; + + private void Awake() + { + Shader.SetGlobalFloat("_Wet", 0f); + } + + private void Update() + { + Shader.SetGlobalVector("_SkyboxSunDir", -m_dirLight.transform.forward); + Shader.SetGlobalVector("_SunDir", -m_dirLight.transform.forward); + Shader.SetGlobalColor("_SunFogColor", m_sunFogColor); + Shader.SetGlobalColor("_SunColor", m_dirLight.color * m_dirLight.intensity); + Shader.SetGlobalColor("_AmbientColor", RenderSettings.ambientLight); + RenderSettings.fogColor = m_fogColor; + RenderSettings.fogDensity = m_fogDensity; + RenderSettings.ambientLight = m_ambientLightColor; + Vector3 normalized = m_windDir.normalized; + Shader.SetGlobalVector("_GlobalWindForce", normalized * m_windIntensity); + Shader.SetGlobalVector("_GlobalWind1", new Vector4(normalized.x, normalized.y, normalized.z, m_windIntensity)); + Shader.SetGlobalVector("_GlobalWind2", Vector4.one); + Shader.SetGlobalFloat("_GlobalWindAlpha", 0f); + } +} |