internal float GetLightshaftStrength() { float str = ALUtils.GetShadowStrength(TimeWeather.currentWeather); if (TimeWeather.currentWeatherPct < 1f) { float prevStr = ALUtils.GetShadowStrength(TimeWeather.previousWeather); str = Mathf.Lerp(prevStr, str, TimeWeather.currentWeatherPct); } return(str); }
/****** Lightset Utils ******/ internal float GetShadowStrength() { float shadowStr = ALUtils.GetShadowStrength(TimeWeather.currentWeather); if (TimeWeather.currentWeatherPct < 1f) { float prevStr = ALUtils.GetShadowStrength(TimeWeather.previousWeather); shadowStr = Mathf.Lerp(prevStr, shadowStr, TimeWeather.currentWeatherPct); } if (TimeWeather.currentPeriod == "night") { shadowStr *= .5f; } return(shadowStr); }