Another pass

This commit is contained in:
2026-06-23 08:30:13 +02:00
parent db558d9e14
commit e6cd852129
17 changed files with 2340 additions and 878 deletions
@@ -60,7 +60,9 @@ public:
// How many chunks tall this strate is.
// Each strate can have a different height!
// Big open caverns = 6-8 chunks, tight tunnels = 3, vertical shaft = 12+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Dimensions", meta = (ClampMin = "1", ClampMax = "32"))
// Surface/sky worlds want a high sky-cap ceiling, so they go much taller.
// 1 chunk = 32 voxels x 25cm = 8 m, so 256 chunks ~= 2 km of vertical strate.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Dimensions", meta = (ClampMin = "1", ClampMax = "256"))
int32 StrateHeightInChunks = 4;
//=========================================================================
@@ -238,6 +240,14 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Visuals")
UMaterialInterface* OverrideMaterial = nullptr;
// Material for the SKY-CAP CEILING tiles of a surface-like strate (the rocky "night sky" overhead).
// Null = ceiling uses the same material as the ground (OverrideMaterial / default VoxelMaterial).
// The ceiling casts no shadow, so under it the ground material reads as flat/bright — give the
// ceiling its own darker/tinted material (or a tinted instance of the terrain material) to sell the
// "lit from within, dark rock overhead" look. Applies only to tiles classified as ceiling.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Visuals")
UMaterialInterface* CeilingMaterial = nullptr;
// Fog color for this strate (used by a future fog system or post-process)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Visuals")
FLinearColor FogColor = FLinearColor(0.05f, 0.05f, 0.1f, 1.0f);