SgtRingSystem

This component allows you to add a fluid simulation to a SgtCloudBundle.

SourceMaterial

The material used to render this component.

This material must use the Space Graphics Toolkit/Ring shader. You cannot use a normal shader.

Color

This allows you to set the overall color of the ring.

Brightness

The Color.rgb values will be multiplied by this.

MainTex

The texture used to render the rings.

RGB = Color, A = Density.

This texture should be horizontal, like 256x1 pixels.

If you enable the Bands setting, then this will be ignored.

ThicknessTex

The texture used to define the right thickness.

R = Thickness.

This texture should be horizontal, like 256x1 pixels.

If you enable the Bands setting, then this will be ignored.

RadiusInner

The radius of the inner edge of the ring in local space.

RadiusOuter

The radius of the outer edge of the ring in local space.

Thickness

The thickness of the ring in local space.

Density

The maximum density of the rings. The MainTex alpha channel is also used to control this.

Weight

The higher you set this, the more densely packed the horizontal plane of the ring will be.

Squash

This allows you to control how much the Thickness value can be squashed by the ThicknessTex.

For example, if you set squash to 0.9, then Thickness can be squashed by up to 90% in areas where the ThicknessTex is at the maximum value.

Detail

The amount the ray marching steps can increase when looking through the ring at shallow angles.

MeshThickness

If your ring is extremely wide and thin, then rendering of the mesh will break. To fix this, you must set this to be larger than Thickness.

For example, in my testing with a Saturn sized ring 213,000km outer radius with 1km thickness, a MeshThickness of around 10km (10,000) is necessary.

Bands

Generate the ring texture?

BandsTex

The ring texture will be based on this texture.

Displays as Tex in the inspector. Only visible when Bands is enabled.

BandsResolution

The width of the generated texture.

Displays as Resolution in the inspector. Only visible when Bands is enabled.

BandsVariation

The starting UV for the inside of the ring.

Displays as Variation in the inspector. Only visible when Bands is enabled.

BandsRange

The change in UV toward the outside of the ring.

Displays as Range in the inspector. Only visible when Bands is enabled.

BandsScale

The BandsRange setting will be multiplied by this.

Displays as Scale in the inspector. Only visible when Bands is enabled.

BandsOpacityOffset

The opacity of the bands will be based on the BandsVariation plus this.

Displays as Opacity Offset in the inspector. Only visible when Bands is enabled.

BandsOpacityScale

The opacity of the bands will be based on the BandsRange multiplied by this.

Displays as Opacity Scale in the inspector. Only visible when Bands is enabled.

BandsOpacityShadow

Apply the generated texture to the SgtShadowRing component?

Displays as Opacity Shadow in the inspector. Only visible when Bands is enabled.

BandsOpacityShadowResolution

The resolution of the shadow texture.

Displays as Resolution in the inspector. Only visible when BandsOpacityShadow is enabled.

BandsOpacityShadowBlur

The amount of blur steps applied to the shadow.

Displays as Blur in the inspector. Only visible when BandsOpacityShadow is enabled.

BandsOpacityShadowOpacity

The shadow opacity.

Displays as Opacity in the inspector. Only visible when BandsOpacityShadow is enabled.

Lighting

Enable lighting?

ScatteringTerms

The size of each atmospheric scattering halo, where higher values make the halo smaller. Use negative values for back scattering.

ScatteringPower

The strength of each atmospheric scattering halo layer.

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