Vertex colour is now chosen from the true, unrounded surface height and faded between adjacent materials across a tunable band, instead of switching at one rounded integer depth. This removes the horizontal contour banding. Colour path only: density field, Marching Cubes interpolation/welding, chunk dimensions, the .dat contract and all road logic are untouched. BlockID classification is unchanged and still drives non-visual use. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
27 lines
No EOL
1.1 KiB
C#
27 lines
No EOL
1.1 KiB
C#
namespace IslaApocalypse.Core
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{
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public static class Constants
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{
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// Chunk Dimensions
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public const int CHUNK_SIZE_X = 24;
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public const int CHUNK_SIZE_Z = 24;
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public const int CHUNK_HEIGHT = 256; // Our agreed-upon depth!
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// World Generation
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public const float ISO_LEVEL = 0.0f; // The threshold for Marching Cubes
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public const float VOXEL_SCALE = 1.0f; // 1 Pixel = 1 Meter
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// --- APPEARANCE TUNING ---------------------------------------------
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// How many metres it takes for one surface material to fade into the
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// next (grass -> dirt -> stone) on the rendered mesh.
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//
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// TUNE THIS BY EYE: bigger = softer, more gradual fade.
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// 0.0 = hard switch, exactly like the old banded look
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// 2.0 = default, a gentle two-metre blend
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// 4.0+ = very soft, materials smear into each other
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//
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// Colour only. This does NOT affect terrain shape, collision, or what
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// block is actually stored in a voxel.
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public const float BLEND_BAND_METERS = 2.0f;
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}
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} |