// TODO: Support multiple intersection public static bool ColourToPoint(Vector3 observer, Vector3 point, float searchDelay, bool ignoreCase1, bool ignoreCase2, out Color finalColour) { finalColour = Color.clear; var gasGiants = SGT_CachedFind <SGT_GasGiant> .All(searchDelay); foreach (var gasGiant in gasGiants) { if (gasGiant != null && gasGiant.atmosphereGameObject != null) { var oInside = gasGiant.InsideGasGiant(observer); var pInside = gasGiant.InsideGasGiant(point); // The gas giant itself will provide the colour in these cases if (ignoreCase1 == true) { if (oInside == true && pInside == false) { continue; } } if (ignoreCase2 == true) { if (oInside == false && pInside == false) { continue; } } //var oblateFix = 1.0f / (1.0f - gasGiant.gasGiantOblateness); var near = gasGiant.atmosphereGameObject.transform.InverseTransformPoint(observer); var far = gasGiant.atmosphereGameObject.transform.InverseTransformPoint(point); var far2 = far; // This is the actual far point on the gas giant's surface var ray = (far - near).normalized; if (oInside == false) { var dist = 0.0f; if (SGT_Helper.IntersectRayToSphereA(near, ray, Vector3.zero, 1.0f, out dist) == false) { continue; } near = (near + ray * dist); } if (pInside == false) { var dist = 0.0f; if (SGT_Helper.IntersectRayToSphereA(far, -ray, Vector3.zero, 1.0f, out dist) == false) { continue; } far = (far - ray * dist); far2 = far; } else { var dist = 0.0f; if (SGT_Helper.IntersectRayToSphereB(far, -ray, Vector3.zero, 1.0f, out dist) == false) { continue; } far2 = (far2 + ray * dist).normalized; } var polar = SGT_Helper.CartesianToPolarUV(near); var nearDir = near.normalized; var lightDir = gasGiant.atmosphereGameObject.transform.InverseTransformDirection(gasGiant.GasGiantLightSourceDirection); var lightU = Vector3.Dot(nearDir, lightDir) * 0.5f + 0.5f; var lightV = 1.0f - Vector3.Dot(ray, far2); var day = gasGiant.SampleAtmosphereDay(polar); var night = gasGiant.SampleAtmosphereNight(polar); var lighting = gasGiant.SampleLighting(new Vector2(lightU, lightV)); var falloff = gasGiant.atmosphereDensityFalloff * gasGiant.atmosphereDensityFalloff; var depthRatio = ((near - far).magnitude * gasGiant.gasGiantEquatorialRadius) / gasGiant.maxDepth; var opticalDepth = Mathf.Pow(Mathf.Clamp01(SGT_Helper.Expose(depthRatio)), falloff); finalColour = SGT_Helper.Lerp(night, day, lighting); finalColour.a = opticalDepth; return(true); } } return(false); }