using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; [CreateAssetMenu(fileName = "LakePolygonProfile", menuName = "LakePolygonProfile", order = 1)] public class LakePolygonProfile : ScriptableObject { #region basic public Material lakeMaterial; public float distSmooth = 5; public float uvScale = 1; public float maximumTriangleSize = 50; public float traingleDensity = 0.2f; public bool receiveShadows = false; public ShadowCastingMode shadowCastingMode = ShadowCastingMode.Off; #endregion #region flowmap public float automaticFlowMapScale = 0.2f; public bool noiseflowMap = false; public float noiseMultiplierflowMap = 1f; public float noiseSizeXflowMap = 0.2f; public float noiseSizeZflowMap = 0.2f; #endregion #region terrain public AnimationCurve terrainCarve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(10, -2) }); public float terrainSmoothMultiplier = 1; public AnimationCurve terrainPaintCarve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(1, 1) }); public bool noiseCarve = false; public float noiseMultiplierInside = 1f; public float noiseMultiplierOutside = 0.25f; public float noiseSizeX = 0.2f; public float noiseSizeZ = 0.2f; public int currentSplatMap = 1; public bool noisePaint = false; public float noiseMultiplierInsidePaint = 1f; public float noiseMultiplierOutsidePaint = 0.5f; public float noiseSizeXPaint = 0.2f; public float noiseSizeZPaint = 0.2f; public bool mixTwoSplatMaps = false; public int secondSplatMap = 1; public bool addCliffSplatMap = false; public int cliffSplatMap = 1; public float cliffAngle = 25; public float cliffBlend = 1; public int cliffSplatMapOutside = 1; public float cliffAngleOutside = 25; public float cliffBlendOutside = 1; public float distanceClearFoliage = 1; public float distanceClearFoliageTrees = 1; #endregion public int biomeType; }