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float heightMultiplier = proceduralHaloChunks.meshHeightMultiplier; + vertexNoiseMap = new Dictionary(); + float heightMultiplier = proceduralHaloChunks.meshHeightMultiplier; int detailFactor = Mathf.Max(1, (int)Mathf.Pow(2, meshLevelOfDetail)); int segmentXVertices = proceduralHaloChunks.segmentXVertices / detailFactor; int segmentYVertices = proceduralHaloChunks.segmentYVertices / detailFactor; @@ -114,7 +115,11 @@ public void GenerateSegmentVertices(int segment, List vertices, float[, float noiseValue = noiseMap[noiseY, noiseX]; float adjustedRadius = radiusInMeters - heightMultiplier * noiseValue; - vertices.Add(new Vector3(Mathf.Cos(angle) * adjustedRadius, width, Mathf.Sin(angle) * adjustedRadius)); + Vector3 vertex = new Vector3(Mathf.Cos(angle) * adjustedRadius, width, Mathf.Sin(angle) * adjustedRadius); + vertices.Add(vertex); + + // Store the vertex and its noise value in the dictionary + vertexNoiseMap[vertex] = noiseValue; } } } @@ -223,12 +228,12 @@ private Material CreateMaterial(float[,] heightMap, Texture2D proceduralTexture, newMaterial.SetFloatArray("baseStartHeights", baseStartHeights); // Set the center point for distance calculation - Vector3 centerPoint = new Vector3(0,0,0); // Assuming 'centerPoint' is defined + Vector3 centerPoint = new Vector3(0, 0, 0); // Assuming 'centerPoint' is defined newMaterial.SetVector("_Center", centerPoint); // Set the min and max radius newMaterial.SetFloat("_MinRadius", proceduralHaloChunks.radiusInMeters); - newMaterial.SetFloat("_MaxRadius", proceduralHaloChunks.radiusInMeters - (proceduralHaloChunks.meshHeightMultiplier/2)); + newMaterial.SetFloat("_MaxRadius", proceduralHaloChunks.radiusInMeters - (proceduralHaloChunks.meshHeightMultiplier / 2)); // Set the blend strength newMaterial.SetFloat("_BlendStrength", proceduralHaloChunks.regionBlendStrength); // Assuming 'blendStrength' is defined in proceduralHaloChunks @@ -342,7 +347,6 @@ private Texture2D GenerateProceduralNoiseTexture(float widthScale, float heightS public void SpawnObjectsOnSurface(GameObject parentObject, List vertices, TerrainType[] terrainTypes) { - if (meshLevelOfDetail != proceduralHaloChunks.maxMeshLevelOfDetail) { return; // Only spawn objects at the highest mesh level of detail @@ -350,44 +354,41 @@ public void SpawnObjectsOnSurface(GameObject parentObject, List vertice Quaternion rotation = Quaternion.Euler(0, 0, 90); // Rotation applied to the chunk - foreach (var terrainType in terrainTypes) + foreach (var vertexNoise in vertexNoiseMap) { - foreach (var spawnableObject in terrainType.objectsToSpawn) - { - int objectsSpawned = 0; - int attempts = 0; - int maxAttempts = vertices.Count * 2; // Limit attempts to avoid infinite loops + TerrainType? selectedTerrainType = null; + float noiseValue = vertexNoise.Value; - while (objectsSpawned < spawnableObject.amountToSpawn && attempts < maxAttempts) + foreach (var terrainType in terrainTypes) + { + if (noiseValue <= terrainType.height) { - // Randomly select a vertex - int randomVertexIndex = Random.Range(0, vertices.Count); - Vector3 spawnPosition = vertices[randomVertexIndex]; - spawnPosition = rotation * spawnPosition; - - // Calculate the radius of the current vertex - float currentRadius = spawnPosition.magnitude; + selectedTerrainType = terrainType; + break; + } + } - // Check if the current radius is within the specified range - if (currentRadius >= proceduralHaloChunks.radiusInMeters - 21f && currentRadius <= proceduralHaloChunks.radiusInMeters - 20.5f) - { - // Instantiate the prefab at the vertex position - GameObject spawnedObject = Instantiate(spawnableObject.prefab, spawnPosition, Quaternion.identity); - spawnedObject.transform.SetParent(parentObject.transform); // Set the object as a child of the parent object + if (!selectedTerrainType.HasValue) + { + continue; // No suitable terrain type found + } - // Randomly scale the object between minSize and maxSize - float randomScale = Random.Range(spawnableObject.minSize, spawnableObject.maxSize); - spawnedObject.transform.localScale = new Vector3(randomScale, randomScale, randomScale); + Vector3 spawnPosition = rotation * vertexNoise.Key; - objectsSpawned++; - } + foreach (var spawnableObject in selectedTerrainType.Value.objectsToSpawn) + { + // Determine if an object should be spawned based on density + if (Random.value < spawnableObject.density) + { + // Instantiate the prefab at the vertex position + GameObject spawnedObject = Instantiate(spawnableObject.prefab, spawnPosition, Quaternion.identity); + spawnedObject.transform.SetParent(parentObject.transform); - 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Spawned {objectsSpawned} out of {spawnableObject.amountToSpawn}."); + break; // Exit the loop after spawning one object } } } diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index 13286b3..a233dee 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -31,7 +31,7 @@ QualitySettings: vSyncCount: 0 realtimeGICPUUsage: 25 lodBias: 0.3 - maximumLODLevel: 0 + maximumLODLevel: 1 enableLODCrossFade: 1 streamingMipmapsActive: 0 streamingMipmapsAddAllCameras: 1 @@ -301,4 +301,7 @@ QualitySettings: terrainMaxTrees: 50 excludedTargetPlatforms: [] m_TextureMipmapLimitGroupNames: [] - m_PerPlatformDefaultQuality: {} + m_PerPlatformDefaultQuality: + Server: 0 + Standalone: 0 + WebGL: 0 diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index c75d680..7ab7c2e 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -15,6 +15,12 @@ EditorUserSettings: value: 0703565e57055f090e0d082748260844104e4a797c7b2567797a4c60b0e53668 flags: 0 RecentlyUsedSceneGuid-3: + value: 5a0402505d575a09545f5d7a14710844144e4d2f7f797668787e4c63e3b63560 + flags: 0 + RecentlyUsedSceneGuid-4: + value: 55060d03570d0d5f545c097548750c4444154f73787c72647a7b4f6be4b7643b + flags: 0 + RecentlyUsedSceneGuid-5: value: 0055510756010c5a5c0b597a43200c44154f48797e7c7e687a2a1e32b0b33569 flags: 0 RecentlyUsedScenePath-0: @@ -47,6 +53,15 @@ EditorUserSettings: RecentlyUsedScenePath-9: value: 22424703114646680e0b0227036c77111a18580d292623222c3d1221acf53a31f6fe flags: 0 + UnityEditor.ShaderGraph.Blackboard: + value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af8ffaeffff8e85dd8390e3949c8899daa7 + flags: 0 + UnityEditor.ShaderGraph.FloatingWindowsLayout2: + value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b98d9884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0f7b0e1e380cafbf2c3adc18e9cd285a2908b82ec869c8395949c9483d68a8e97ddbd90bf + flags: 0 + UnityEditor.ShaderGraph.InspectorWindow: + value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a5602b2e2c07a37e0901373ae01e0008f707250d171df81a53a5485d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd80908fecb0f9cfddf1eff4e7a1b1eae482f0fcaee1e1928b86d888ed969b938797a7cf + flags: 0 vcSharedLogLevel: value: 0d5e400f0650 flags: 0