using UnityEngine; [ExecuteAlways] public class NeptuneAtmosphereSystem : MonoBehaviour { public float neptuneRadiusUnits = 7.1492f; public float heightMultiplier = 8f; [Header("Текстури")] public Texture2D neptuneTexture1; public Texture2D neptuneTexture2; void OnEnable() { if (!Application.isPlaying && transform.childCount == 0) BuildLayers(); } [ContextMenu("Перебудувати шари")] public void BuildLayers() { for (int i = transform.childCount - 1; i >= 0; i--) { Transform child = transform.GetChild(i); if (child.name.StartsWith("Layer_")) { if (Application.isPlaying) Destroy(child.gameObject); else DestroyImmediate(child.gameObject); } } CreateTextureLayer("Layer_Troposphere", 300f, new Color(0.15f, 0.35f, 1f), new Color(0.05f, 0.15f, 0.7f), 2.8f, 0.8f, 0.012f, -0.009f); CreateSimpleLayer("Layer_Stratosphere", 600f, new Color(0.6f, 0.4f, 0.9f), new Color(0.3f, 0.15f, 0.6f), 1.3f, 0.4f); CreateSimpleLayer("Layer_Thermosphere", 900f, new Color(0.2f, 0.5f, 1f), new Color(0.05f, 0.2f, 0.6f), 0.8f, 0.18f); } void CreateTextureLayer(string layerName, float heightKm, Color rimColor, Color coreColor, float rimIntensity, float coreIntensity, float scrollSpeed1, float scrollSpeed2) { float radiusUnits = neptuneRadiusUnits + (heightKm / 1000f) * heightMultiplier; GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere); obj.name = layerName; obj.transform.parent = this.transform; obj.transform.localPosition = Vector3.zero; obj.transform.localScale = Vector3.one * radiusUnits * 2f; if (Application.isPlaying) Destroy(obj.GetComponent()); else DestroyImmediate(obj.GetComponent()); Material mat = new Material(Shader.Find("Custom/JupiterAtmosphereLayer")); mat.SetColor("_RimColor", rimColor); mat.SetColor("_CoreColor", coreColor); mat.SetFloat("_RimPower", 2.0f); mat.SetFloat("_RimIntensity", rimIntensity); mat.SetFloat("_CoreIntensity", coreIntensity); mat.SetFloat("_ScrollSpeed1", scrollSpeed1); mat.SetFloat("_ScrollSpeed2", scrollSpeed2); mat.SetFloat("_PulseSpeed", 0.5f); mat.SetFloat("_PulseStrength", 0.12f); mat.SetFloat("_TextureBlend", 0.5f); mat.SetFloat("_TextureInfluence", 0.5f); if (neptuneTexture1 != null) mat.SetTexture("_MainTex", neptuneTexture1); if (neptuneTexture2 != null) mat.SetTexture("_SecondTex", neptuneTexture2); obj.GetComponent().material = mat; } void CreateSimpleLayer(string layerName, float heightKm, Color rimColor, Color coreColor, float rimIntensity, float coreIntensity) { float radiusUnits = neptuneRadiusUnits + (heightKm / 1000f) * heightMultiplier; GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere); obj.name = layerName; obj.transform.parent = this.transform; obj.transform.localPosition = Vector3.zero; obj.transform.localScale = Vector3.one * radiusUnits * 2f; if (Application.isPlaying) Destroy(obj.GetComponent()); else DestroyImmediate(obj.GetComponent()); Material mat = new Material(Shader.Find("Custom/AtmosphereLayer")); mat.SetColor("_RimColor", rimColor); mat.SetColor("_CoreColor", coreColor); mat.SetFloat("_RimPower", 2.0f); mat.SetFloat("_RimIntensity", rimIntensity); mat.SetFloat("_CoreIntensity", coreIntensity); mat.SetFloat("_PulseSpeed", 0.5f); mat.SetFloat("_PulseStrength", 0.12f); obj.GetComponent().material = mat; } public void SetLayerIntensity(string layerName, float level) { Transform layer = transform.Find(layerName); if (layer == null) return; Renderer r = layer.GetComponent(); if (r == null) return; float rimBase = 0f; float coreBase = 0f; switch (layerName) { case "Layer_Troposphere": rimBase = 2.8f; coreBase = 0.8f; break; case "Layer_Stratosphere": rimBase = 1.3f; coreBase = 0.4f; break; case "Layer_Thermosphere": rimBase = 0.8f; coreBase = 0.18f; break; } r.material.SetFloat("_RimIntensity", Mathf.Lerp(0f, rimBase, level)); r.material.SetFloat("_CoreIntensity", Mathf.Lerp(0f, coreBase, level)); } public void SetLayerActive(string layerName, bool active) { Transform layer = transform.Find(layerName); if (layer != null) layer.gameObject.SetActive(active); } public void SetIntensity(float level) { SetLayerIntensity("Layer_Troposphere", level); SetLayerIntensity("Layer_Stratosphere", level); SetLayerIntensity("Layer_Thermosphere", level); } }