islaApocalypse/Core/Scripts/Constants.cs
beezm ea11258871 F1: soft-fade biome color blending (BLEND_BAND_METERS, geometry untouched)
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>
2026-08-05 01:51:06 -04:00

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1.1 KiB
C#

namespace IslaApocalypse.Core
{
public static class Constants
{
// Chunk Dimensions
public const int CHUNK_SIZE_X = 24;
public const int CHUNK_SIZE_Z = 24;
public const int CHUNK_HEIGHT = 256; // Our agreed-upon depth!
// World Generation
public const float ISO_LEVEL = 0.0f; // The threshold for Marching Cubes
public const float VOXEL_SCALE = 1.0f; // 1 Pixel = 1 Meter
// --- APPEARANCE TUNING ---------------------------------------------
// How many metres it takes for one surface material to fade into the
// next (grass -> dirt -> stone) on the rendered mesh.
//
// TUNE THIS BY EYE: bigger = softer, more gradual fade.
// 0.0 = hard switch, exactly like the old banded look
// 2.0 = default, a gentle two-metre blend
// 4.0+ = very soft, materials smear into each other
//
// Colour only. This does NOT affect terrain shape, collision, or what
// block is actually stored in a voxel.
public const float BLEND_BAND_METERS = 2.0f;
}
}