105 lines
3.0 KiB
C#
105 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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[CreateAssetMenu(fileName = "SplineProfile", menuName = "SplineProfile", order = 1)]
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public class SplineProfile : ScriptableObject
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{
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#region basic
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public Material splineMaterial;
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public AnimationCurve meshCurve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(1, 0) });
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public float minVal = 0.5f;
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public float maxVal = 0.5f;
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public int vertsInShape = 3;
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public float traingleDensity = 0.2f;
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public float uvScale = 3;
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public bool uvRotation = true;
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public bool receiveShadows = false;
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public ShadowCastingMode shadowCastingMode = ShadowCastingMode.Off;
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#endregion
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#region flowmap
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public AnimationCurve flowFlat = new AnimationCurve(new Keyframe[] {
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new Keyframe (0, 0.025f),
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new Keyframe (0.5f, 0.05f),
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new Keyframe (1, 0.025f)
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});
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public AnimationCurve flowWaterfall = new AnimationCurve(new Keyframe[] {
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new Keyframe (0, 0.25f),
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new Keyframe (1, 0.25f)
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});
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public bool noiseflowMap = false;
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public float noiseMultiplierflowMap = 0.1f;
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public float noiseSizeXflowMap = 2f;
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public float noiseSizeZflowMap = 2f;
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public float floatSpeed = 10;
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#endregion
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#region terrrain
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public AnimationCurve terrainCarve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(10, -2) });
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public float distSmooth = 5;
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public float distSmoothStart = 1;
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public AnimationCurve terrainPaintCarve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(1, 1) });
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public LayerMask maskCarve;
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public bool noiseCarve = false;
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public float noiseMultiplierInside = 1f;
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public float noiseMultiplierOutside = 0.25f;
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public float noiseSizeX = 0.2f;
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public float noiseSizeZ = 0.2f;
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public float terrainSmoothMultiplier = 5;
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public int currentSplatMap = 1;
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public bool mixTwoSplatMaps = false;
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public int secondSplatMap = 1;
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public bool addCliffSplatMap = false;
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public int cliffSplatMap = 1;
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public float cliffAngle = 45;
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public float cliffBlend = 1;
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public int cliffSplatMapOutside = 1;
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public float cliffAngleOutside = 45;
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public float cliffBlendOutside = 1;
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public float distanceClearFoliage = 1;
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public float distanceClearFoliageTrees = 1;
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public bool noisePaint = false;
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public float noiseMultiplierInsidePaint = 0.25f;
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public float noiseMultiplierOutsidePaint = 0.25f;
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public float noiseSizeXPaint = 0.2f;
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public float noiseSizeZPaint = 0.2f;
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#endregion
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#region simulation
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public float simulatedRiverLength = 100;
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public int simulatedRiverPoints = 10;
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public float simulatedMinStepSize = 1f;
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public bool simulatedNoUp = false;
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public bool simulatedBreakOnUp = true;
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public bool noiseWidth = false;
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public float noiseMultiplierWidth = 4f;
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public float noiseSizeWidth = 0.5f;
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#endregion
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public int biomeType;
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}
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