using UnityEngine; [ExecuteAlways] public class VenusAtmosphereSystem : MonoBehaviour { public float venusRadiusUnits = 6.0515f; public float heightMultiplier = 0.5f; public Texture2D cloudTexture; 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); } } CreateLayer("Layer_Troposphere", 300f, new Color(1.0f, 0.65f, 0.1f), new Color(0.9f, 0.4f, 0.0f), 2.5f, 0.8f, 0.05f, 0.01f, 0.7f); CreateLayer("Layer_Mesosphere", 600f, new Color(1.0f, 0.75f, 0.2f), new Color(0.8f, 0.5f, 0.05f), 2.0f, 0.6f, 0.03f, 0.02f, 0.6f); CreateLayer("Layer_Thermosphere", 900f, new Color(1.0f, 0.85f, 0.35f), new Color(0.7f, 0.45f, 0.1f), 1.5f, 0.4f, 0.02f, 0.005f, 0.4f); CreateLayer("Layer_Exosphere", 1300f, new Color(1.0f, 0.9f, 0.5f), new Color(0.6f, 0.4f, 0.15f), 1.2f, 0.2f, 0.01f, 0.003f, 0.2f); } void CreateLayer(string layerName, float heightKm, Color rimColor, Color coreColor, float rimIntensity, float coreIntensity, float scrollX, float scrollY, float textureStrength) { float radiusUnits = venusRadiusUnits + (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()); Shader shader = cloudTexture != null ? Shader.Find("Custom/AtmosphereLayerTexture") : Shader.Find("Custom/AtmosphereLayer"); Material mat = new Material(shader); mat.SetColor("_RimColor", rimColor); mat.SetColor("_CoreColor", coreColor); mat.SetFloat("_RimPower", 1.8f); mat.SetFloat("_RimIntensity", rimIntensity); mat.SetFloat("_CoreIntensity", coreIntensity); mat.SetFloat("_PulseSpeed", 0.5f); mat.SetFloat("_PulseStrength", 0.2f); if (cloudTexture != null) { mat.SetTexture("_MainTex", cloudTexture); mat.SetFloat("_ScrollSpeedX", scrollX); mat.SetFloat("_ScrollSpeedY", scrollY); mat.SetFloat("_TextureStrength", textureStrength); } obj.GetComponent().material = mat; } public void SetLayerActive(string layerName, bool active) { Transform layer = transform.Find(layerName); if (layer != null) layer.gameObject.SetActive(active); } 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 = 2.5f; coreBase = 0.8f; break; case "Layer_Mesosphere": rimBase = 2.0f; coreBase = 0.6f; break; case "Layer_Thermosphere": rimBase = 1.5f; coreBase = 0.4f; break; case "Layer_Exosphere": rimBase = 1.2f; coreBase = 0.2f; break; } r.material.SetFloat("_RimIntensity", Mathf.Lerp(0f, rimBase, level)); r.material.SetFloat("_CoreIntensity", Mathf.Lerp(0f, coreBase, level)); } public void SetIntensity(float level) { SetLayerIntensity("Layer_Troposphere", level); SetLayerIntensity("Layer_Mesosphere", level); SetLayerIntensity("Layer_Thermosphere", level); SetLayerIntensity("Layer_Exosphere", level); } }