Compress baked PNGs and tighten XPbr shadows with URP quality tweaks.
Add png_compress to the model pipeline and update TownSquare lighting plus MaleExplorer/plaza textures. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -310,8 +310,9 @@ public static class BuildTownSquare
|
||||
var light = lightGo.AddComponent<Light>();
|
||||
light.type = LightType.Directional;
|
||||
light.color = new Color(1f, 0.96f, 0.88f);
|
||||
light.intensity = 1.05f;
|
||||
light.intensity = 1.15f;
|
||||
light.shadows = LightShadows.Soft;
|
||||
light.shadowStrength = 1f;
|
||||
lightGo.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
|
||||
|
||||
var camGo = new GameObject("Main Camera");
|
||||
@@ -330,9 +331,9 @@ public static class BuildTownSquare
|
||||
PrefabUtility.InstantiatePrefab(plaza);
|
||||
|
||||
RenderSettings.ambientMode = AmbientMode.Trilight;
|
||||
RenderSettings.ambientSkyColor = new Color(0.55f, 0.7f, 0.85f);
|
||||
RenderSettings.ambientEquatorColor = new Color(0.5f, 0.52f, 0.48f);
|
||||
RenderSettings.ambientGroundColor = new Color(0.35f, 0.32f, 0.28f);
|
||||
RenderSettings.ambientSkyColor = new Color(0.32f, 0.40f, 0.50f);
|
||||
RenderSettings.ambientEquatorColor = new Color(0.24f, 0.26f, 0.24f);
|
||||
RenderSettings.ambientGroundColor = new Color(0.16f, 0.15f, 0.13f);
|
||||
|
||||
EditorSceneManager.SaveScene(scene, ScenePath);
|
||||
return ScenePath;
|
||||
|
||||
Reference in New Issue
Block a user