public void Apply() { CelestialBody celestialBody = Tools.GetCelestialBody(body); if (celestialBody != null) { GameObject go = new GameObject(); materialPQS = go.AddComponent<MaterialPQS>(); macroMat = materialPQS.Apply(celestialBody, cityLightsMaterial, ShaderLoaderClass.FindShader("EVE/TerrainCityLight"), true, false); macroMat.name = materialName; macroMat.renderQueue = (int)Tools.Queue.Geometry + 1; } Transform transform = Tools.GetScaledTransform(body); if (transform != null) { Renderer r = transform.GetComponent<Renderer>(); if (r != null) { scaledMat = new Material(ShaderLoaderClass.FindShader("EVE/PlanetCityLight")); cityLightsMaterial.ApplyMaterialProperties(scaledMat); scaledMat.SetTexture("_MainTex", r.material.GetTexture("_MainTex")); scaledMat.name = materialName; scaledMat.renderQueue = (int)Tools.Queue.Geometry + 1; OverlayRenderer.Add(r.gameObject, scaledMat); ScaledCityComponent sc = transform.gameObject.AddComponent<ScaledCityComponent>(); FieldInfo field = typeof(Sun).GetFields(BindingFlags.Instance | BindingFlags.NonPublic).First( f => f.Name == "scaledSunLight"); Light slight = (Light)field.GetValue(Sun.Instance); sc.Apply(scaledMat, slight); } } LocalCityComponent lsc = FlightCamera.fetch.mainCamera.gameObject.AddComponent<LocalCityComponent>(); Light light = Sun.Instance.GetComponent<Light>(); lsc.Apply(macroMat, light); ApplyToMainMenu(); GameEvents.onGameSceneLoadRequested.Add(SceneLoaded); if (HighLogic.LoadedScene == GameScenes.MAINMENU) { ApplyToMainMenu(); } }
public void Apply() { ShadowManager.Log("Applying to " + body); CelestialBody celestialBody = Tools.GetCelestialBody(body); Transform transform = Tools.GetScaledTransform(body); if (transform != null ) { Renderer mr = transform.GetComponent<Renderer>(); if (mr != null && hasSurface) { shadowMat = new Material(ShadowShader); GameObject go = new GameObject(); materialPQS = go.AddComponent<MaterialPQS>(); localShadowMat = materialPQS.Apply(celestialBody, null, ShadowShader, false, true); //shadowMaterial.ApplyMaterialProperties(shadowMat); shadowMat.SetFloat(ShaderProperties._SunRadius_PROPERTY, (float)(ScaledSpace.InverseScaleFactor * Sun.Instance.sun.Radius)); localShadowMat.SetFloat(ShaderProperties._SunRadius_PROPERTY, (float)(Sun.Instance.sun.Radius)); shadowMat.name = materialName; localShadowMat.name = materialName; shadowMat.renderQueue = (int)Tools.Queue.Geometry + 3; localShadowMat.renderQueue = (int)Tools.Queue.Geometry + 3; DeferredRenderer.Add(mr.gameObject, shadowMat); } ScaledShadowComponent sc = transform.gameObject.AddComponent<ScaledShadowComponent>(); LocalShadowComponent lsc = FlightCamera.fetch.mainCamera.gameObject.AddComponent<LocalShadowComponent>(); List<CelestialBody> casters = new List<CelestialBody>(); if (caster != null) { foreach (String b in caster) { casters.Add(Tools.GetCelestialBody(b)); } } sc.Apply(shadowMat, celestialBody, casters); lsc.Apply(localShadowMat, celestialBody, casters); } ApplyToMainMenu(); GameEvents.onGameSceneLoadRequested.Add(SceneLoaded); if (HighLogic.LoadedScene == GameScenes.MAINMENU) { ApplyToMainMenu(); } }