Tweak exposure, add collision meshes

This commit is contained in:
Jens Pitkänen 2020-04-19 04:42:58 +03:00
parent d232b7e286
commit c858bb5bd6
16 changed files with 531 additions and 28 deletions

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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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