public Star(SystemController controller, int seed, GameObject gameObject) : base(controller, gameObject, seed, new CelestialType.Star())
        {
            MeshFilter   filter   = gameObject.AddComponent <MeshFilter>();
            MeshRenderer renderer = gameObject.AddComponent <MeshRenderer>();

            filter.mesh = Octahedron.Create(5, radius);
            Material      mat      = new Material(controller.materialController.starMaterial);
            CelestialType starType = new CelestialType.Star();

            mat.SetInt("_Temp", (int)Utility.GetRandomBetween(new System.Random(seed), starType.minTemperature, starType.maxTemperature));
            renderer.material               = mat;
            renderer.receiveShadows         = false;
            renderer.shadowCastingMode      = UnityEngine.Rendering.ShadowCastingMode.Off;
            gameObject.transform.localScale = Vector3.one;

            var light = gameObject.AddComponent <Light>();

            light.type            = LightType.Point;
            light.range           = 2000000;
            light.bounceIntensity = 0;
            light.renderMode      = LightRenderMode.ForcePixel;
            light.intensity       = 1;
            light.shadows         = LightShadows.Soft;
            light.shadowNearPlane = .1f;
        }
Beispiel #2
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        private void CreateStar(Transform parent, float a, float b, float angle, int segment)
        {
            float x = Mathf.Cos(Mathf.Deg2Rad * angle) * a;
            float z = Mathf.Sin(Mathf.Deg2Rad * angle) * b;

            float deviationA = (outerA - innerA) / segmentCount;
            float deviationB = (outerB - innerB) / segmentCount;

            x += (float)Utility.GetRandomBetween(random, -deviationA, deviationA) * 0.9f;
            z += (float)Utility.GetRandomBetween(random, -deviationB, deviationB) * 0.9f;

            float abs = new Vector3(x, 0, z).magnitude;
            float s   = Mathf.Clamp((abs - innerB) / (outerB - innerB), 0, 1);

            float maxheight = GetGalaxyHeight(s) * 10;
            float y         = (float)Utility.GetRandomBetween(random, -maxheight, maxheight);

            int        starSeed = starCount * 10;
            GameObject star     = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            star.transform.parent        = parent;
            star.transform.localPosition = new Vector3(x, y, z);
            star.transform.localRotation = Quaternion.identity;
            CelestialType starType    = new CelestialType.Star();
            double        temperature = Utility.GetRandomBetween(new System.Random(starSeed), starType.minTemperature, starType.maxTemperature);

            float temp_f = Mathf.Clamp((float)(temperature - starType.minTemperature) / (starType.maxTemperature - starType.minTemperature), 0, 1);
            Color color  = starSpectrum.GetPixel((int)(temp_f * starSpectrum.width), 0);

            star.name = starSeed.ToString();
            Material mat = new Material(starMaterial);

            mat.SetColor("_Color", Color.black);
            mat.SetColor("_EmissionColor", color + Color.white);
            star.GetComponent <Renderer>().material = mat;
            float scale = (float)Utility.GetRandomBetween(new System.Random(starSeed), 0.5, 1);

            star.transform.localScale = new Vector3(scale, scale, scale);
            starCount++;
        }