using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.Rendering.LightweightPipeline; namespace BoatAttack { /// /// Simple day/night system /// [ExecuteInEditMode] public class DayNightController : MonoBehaviour { [Range(0, 1)] public float _time = 0.5f; // the global 'time' [Header("Skybox Settings")] // Skybox public Material _skybox; // skybox reference public Gradient _skyboxColour; // skybox tint over time // Sunlight [Header("Sun Settings")] public Light _sun; // sun light public Gradient _sunColour; // sun light colour over time [Range(0, 360)] public float _northHeading = 136; // north //Ambient light [Header("Ambient Lighting")] public Gradient _ambientColour; // ambient light colour (not used in LWRP correctly) over time // Fog [Header("Fog Settings")] public Gradient _fogColour; // fog colour over time // vars private float _prevTime; // previous time void Start() { _prevTime = _time; } // Update is called once per frame void Update() { if (_time != _prevTime) // if time has changed { // do update if (_sun) { // update sun _sun.transform.forward = Vector3.down; _sun.transform.rotation *= Quaternion.AngleAxis(_northHeading, Vector3.forward); // north facing _sun.transform.rotation *= Quaternion.AngleAxis((_time * 180f) - 90f, Vector3.right); // time of day _sun.color = _sunColour.Evaluate(_time); } if (_skybox) { // update skybox _skybox.SetFloat("_Rotation", 85 + ((_time - 0.5f) * 20f)); // rotate slightly for cheap moving cloud eefect _skybox.SetColor("_Tint", _skyboxColour.Evaluate(_time)); } RenderSettings.fogColor = _fogColour.Evaluate(_time); // update fog colour RenderSettings.ambientSkyColor = _ambientColour.Evaluate(_time); // update ambient light colour } } /// /// Sets the time of day /// /// Time in linear 0-1 public void SetTimeOfDay(float time) { _time = time; } } }