c58439d33a
- PostFX_Lantern.asset: the ONE shared grade (ACES, bloom 0.6 cool-tinted for the
HDR gloam, vignette 0.28, faint teal filter) applied to Game, DevSandbox, and
ArtStaging; PostFX_DarkSciFi / PostFX_Daylight / Sky_DaytimeProcedural deleted.
- Env_SeabedKit.prefab: ArtStaging's environment (seabed, flora, rocks, marine
snow, caustics, warm pool, gloam fill, key light, StagingAmbiance animator)
prefab-ized and placed in Game + DevSandbox; ArtStaging connected to it.
- Scene surgery: old DevSandbox.unity deleted; Gym.unity RENAMED DevSandbox.unity
(GUID preserved -> GymSub wiring + the F1/F2 dev scripts that gate on the
'DevSandbox' name come back to life). SyntyWorld root deleted from DevSandbox;
BaseBiome/ExpeditionBiome/Slot1 deleted from Game.
- RenderSettings unified: no skybox, Exp2 teal fog {0.02,0.10,0.12} @ 0.035, flat
near-black ambient {0.03,0.055,0.08}; camera clearFlags -> solid deep-water.
- ScenePolicy.IsGameplayScene() replaces the six scene.name=="Game" string gates
(Game + DevSandbox share the dynamic look; menu/ArtStaging untouched).
- WorldAtmosphereSystem rewritten as water-column murk (LANTERN defaults; biome
variants re-meant to kelp/trench/gloam-bloom; Ground_Arid tint block deleted).
390 green; Play-verified in Game: murk values live, warm-vs-cold reads, no errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
75 lines
4.2 KiB
C#
75 lines
4.2 KiB
C#
using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only water-column ATMOSPHERE for the LANTERN seabed (deep-sea murk). A managed presentation
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/// system (SystemBase, main thread, NO Burst) in <see cref="PresentationSystemGroup"/> that OBSERVES the
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/// follow-camera's world-space X and lerps <see cref="RenderSettings"/> fog + flat ambient between the
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/// base-shelf murk (origin) and the deeper out-shelf murk (+1000 X) — mirroring HudSystem's region split
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/// at camera X > 500. The skybox stays empty and the post-FX volume GLOBAL; only fog colour/density +
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/// ambient shift per region. Pure presentation: never mutates the simulation. Knobs live in
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/// <see cref="WorldAtmosphereConfig"/> (falls back to baked LANTERN-murk defaults when absent). Gated by
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/// <see cref="ScenePolicy.IsGameplayScene"/> so it never restyles the menu or ArtStaging. Per-room-biome
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/// murk variants key on the replicated RunInfo.CurrentBiome (re-meant to depth/water flavors — the old
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/// meadow/arid/blight palettes died in the LANTERN realignment).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class WorldAtmosphereSystem : SystemBase
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{
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Camera _cam;
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protected override void OnUpdate()
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{
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if (!ScenePolicy.IsGameplayScene()) return;
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if (_cam == null) _cam = Camera.main;
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if (_cam == null) return;
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var cfg = WorldAtmosphereConfig.Instance;
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float boundary = cfg != null ? cfg.BoundaryX : 500f;
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float half = cfg != null ? Mathf.Max(1f, cfg.BlendHalfWidth) : 80f;
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// LANTERN murk defaults (match the ArtStaging source-of-truth hues; density is the play-readability knob).
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Color baseFog = cfg != null ? cfg.BaseFogColor : new Color(0.02f, 0.10f, 0.12f, 1f);
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float baseDen = cfg != null ? cfg.BaseFogDensity : 0.035f;
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Color baseAmb = cfg != null ? cfg.BaseAmbientSky : new Color(0.03f, 0.055f, 0.08f, 1f);
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Color expFog = cfg != null ? cfg.ExpeditionFogColor : new Color(0.015f, 0.075f, 0.10f, 1f);
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float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.04f;
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Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.02f, 0.045f, 0.07f, 1f);
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// Per-room murk flavors (cosmetic code consts; all stay inside the deep-sea band — hue shifts are
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// subtle, value stays dark so dynamic lights keep carrying readability).
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bool haveRun = SystemAPI.TryGetSingleton<ProjectM.Simulation.RunInfo>(out var runInfo);
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if (haveRun && runInfo.Lifecycle != ProjectM.Simulation.RunLifecycle.Staging)
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{
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switch (runInfo.CurrentBiome)
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{
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case ProjectM.Simulation.RoomBiomeId.Meadow: // kelp shallows: a touch greener
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expFog = new Color(0.02f, 0.10f, 0.09f, 1f); expDen = 0.035f;
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expAmb = new Color(0.025f, 0.06f, 0.06f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Cavern: // crush-dark trench: colder + denser
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expFog = new Color(0.01f, 0.05f, 0.08f, 1f); expDen = 0.05f;
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expAmb = new Color(0.015f, 0.035f, 0.06f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Blight: // gloam bloom: a sick green-violet cast
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expFog = new Color(0.045f, 0.075f, 0.09f, 1f); expDen = 0.045f;
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expAmb = new Color(0.045f, 0.05f, 0.075f, 1f);
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break;
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// default keeps the config/fallback out-shelf murk above.
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}
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}
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float x = _cam.transform.position.x;
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float t = Mathf.Clamp01((x - (boundary - half)) / (2f * half));
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t = t * t * (3f - 2f * t); // smoothstep
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RenderSettings.fogColor = Color.Lerp(baseFog, expFog, t);
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RenderSettings.fogDensity = Mathf.Lerp(baseDen, expDen, t);
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RenderSettings.ambientSkyColor = Color.Lerp(baseAmb, expAmb, t);
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}
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}
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}
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