Tweak exposure, add collision meshes
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@ -69,12 +69,12 @@ MonoBehaviour:
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@ -1,5 +1,19 @@
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@ -4055,6 +4409,11 @@ PrefabInstance:
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Binary file not shown.
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@ -213,14 +213,14 @@ MonoBehaviour:
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@ -49,7 +49,7 @@ public class Campfire : MonoBehaviour {
|
|||||||
RandomVariance = Mathf.Lerp(RandomVariance, NextRandomVariance, (Time.time - LastRandomVarianceChange) / RandomVarianceDuration);
|
RandomVariance = Mathf.Lerp(RandomVariance, NextRandomVariance, (Time.time - LastRandomVarianceChange) / RandomVarianceDuration);
|
||||||
|
|
||||||
Fuel = Mathf.Max(0, Fuel - Time.deltaTime);
|
Fuel = Mathf.Max(0, Fuel - Time.deltaTime);
|
||||||
DynamicLight.range = Mathf.Log(Mathf.Max(0.01f, Fuel + 1f), 10) / 2f * FullRange + RandomVariance;
|
DynamicLight.range = Fuel / GoodFuelAmount / 2f * FullRange + RandomVariance;
|
||||||
DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
|
DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
|
||||||
Flame.Aliveness = Mathf.Log(Mathf.Max(0.01f, Fuel - 0.7f), 10) / 2f;
|
Flame.Aliveness = Mathf.Log(Mathf.Max(0.01f, Fuel - 0.7f), 10) / 2f;
|
||||||
|
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@ -84,7 +84,7 @@ Material:
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- _Cutoff: 0.5
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@ -14,7 +14,7 @@ TerrainLayer:
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m_Specular: {r: 0, g: 0, b: 0, a: 0}
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m_Metallic: 0
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m_Smoothness: 0.29
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m_DiffuseRemapMax: {x: 1, y: 1, z: 1, w: 1}
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@ -14,7 +14,7 @@ TerrainLayer:
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m_TileOffset: {x: 0, y: 0}
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m_DiffuseRemapMax: {x: 1, y: 1, z: 1, w: 1}
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Binary file not shown.
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.3 KiB |
Loading…
Reference in New Issue
Block a user