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fixes for dfunity 0.13 version
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Nystul-the-Magician committed Oct 26, 2021
1 parent 1415794 commit 1feae04
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Showing 24 changed files with 34 additions and 33 deletions.
2 changes: 1 addition & 1 deletion DistantTerrain/Prefabs.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Prefabs/debug_DistantTerrain.prefab.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Resources.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Resources/mapLocationRangeX.bin.txt.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Resources/mapTreeCoverage.bin.txt.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Resources/modsettings.json.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Scripts.meta

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19 changes: 10 additions & 9 deletions DistantTerrain/Scripts/DistantTerrain.cs
Expand Up @@ -6,7 +6,7 @@
//Contributors: Hazelnut, Lypyl, Interkarma

using UnityEngine;
using UnityEngine.PostProcessing;
using UnityEngine.Rendering.PostProcessing;
using System;
using System.Collections;
using System.Collections.Generic;
Expand Down Expand Up @@ -80,7 +80,7 @@ public class DistantTerrain : MonoBehaviour
public RenderTexture reflectionSeaTexture = null;

// use same post processing profile as main camera
private PostProcessingBehaviour postProcessingBehaviour;
private PostProcessLayer postProcessingLayer;

private float extraTranslationY = -5.0f; // only minimum amount (5m) since terrain heights almost match when terrain transition is active (the mismatch is because no neighbor terrains can be set)
private float extraTranslationY_noTerrainTransition = -60.0f; //-400.0f; // this is used when terrain transition is disabled - large amount to minimize terrain seams
Expand Down Expand Up @@ -250,7 +250,7 @@ private class TransitionTerrainDesc
// stacked camera (used for far terrain) to prevent floating-point rendering precision problems for huge clipping ranges
Camera stackedCamera = null;

PostProcessingBehaviour stackedCameraPostProcessingBehaviour = null;
PostProcessLayer stackedCameraPostProcessingLayer = null;

public Camera getFarTerrainCamera() { return stackedCamera; }
public Camera getStackedNearCamera() { return stackedNearCamera; }
Expand Down Expand Up @@ -351,8 +351,8 @@ void Awake()
layerWorldTerrain = 31;
}

// get post processing behaviour before first call to SetupGameObjects()
postProcessingBehaviour = Camera.main.GetComponent<PostProcessingBehaviour>();
// get post processing layer before first call to SetupGameObjects()
//postProcessingLayer = Camera.main.GetComponent<PostProcessLayer>();

SetupGameObjects(); // create cameras here in OnAwake() so MirrorReflection script of ReflectionsMod can find cameras in its Start() function
}
Expand Down Expand Up @@ -552,7 +552,7 @@ void InitFarTerrain()
}
}

textureTerrainInfoTileMap = new Texture2D(terrainInfoTileMapDim, terrainInfoTileMapDim, TextureFormat.RGBA32, false);
textureTerrainInfoTileMap = new Texture2D(terrainInfoTileMapDim, terrainInfoTileMapDim, TextureFormat.RGBA32, false, true);
textureTerrainInfoTileMap.filterMode = FilterMode.Point;
textureTerrainInfoTileMap.wrapMode = TextureWrapMode.Clamp;

Expand Down Expand Up @@ -710,10 +710,9 @@ void SetupGameObjects()
stackedCamera.gameObject.AddComponent<CloneCameraPositionFromMainCamera>();
stackedCamera.transform.SetParent(this.transform);

if (postProcessingBehaviour != null)
if (postProcessingLayer != null)
{
stackedCameraPostProcessingBehaviour = goStackedCamera.AddComponent<PostProcessingBehaviour>();
stackedCameraPostProcessingBehaviour.profile = postProcessingBehaviour.profile;
//stackedCameraPostProcessingLayer = goStackedCamera.AddComponent<PostProcessLayer>();
}
}
// important that camera properties are propagated every time SetupGameObjects() is called,
Expand All @@ -724,6 +723,8 @@ void SetupGameObjects()
stackedCamera.farClipPlane = blendEnd;
stackedCamera.fieldOfView = Camera.main.fieldOfView;
stackedCamera.renderingPath = Camera.main.renderingPath;
stackedCamera.allowHDR = Camera.main.allowHDR;
stackedCamera.allowMSAA = Camera.main.allowMSAA;

Camera.main.farClipPlane = mainCameraFarClipPlane;
//Camera.main.farClipPlane = blendEnd;
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2 changes: 1 addition & 1 deletion DistantTerrain/Scripts/DistantTerrain.cs.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Scripts/ImprovedTerrainSampler.cs.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Scripts/ImprovedWorldTerrain.cs.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Scripts/RenderSkyboxWithoutSun.cs.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Scripts/_startupMod.cs.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Shaders.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Shaders/DistantTerrainTilemap.shader.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Shaders/FarTerrainCommon.cginc.meta

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2 changes: 1 addition & 1 deletion DistantTerrain/Shaders/TransitionRingTilemap.shader.meta

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4 changes: 2 additions & 2 deletions DistantTerrain/distantterrain.dfmod.json
@@ -1,9 +1,9 @@
{
"ModTitle": "Distant Terrain",
"ModVersion": "2.8.1",
"ModVersion": "2.9.0",
"ModAuthor": "Nystul",
"ContactInfo": "https://forums.dfworkshop.net/viewtopic.php?f=27&t=10",
"DFUnity_Version": "0.10.26",
"DFUnity_Version": "0.13.0",
"ModDescription": "adds distant terrain and increases view distance",
"GUID": "9632a2ad-2ea0-46b6-b9b1-a4dafcca8a9a",
"Files": [
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2 changes: 1 addition & 1 deletion DistantTerrain/distantterrain.dfmod.json.meta

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