71 lines
2.1 KiB
C#
71 lines
2.1 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 = "LakePolygonProfile", menuName = "LakePolygonProfile", order = 1)]
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public class LakePolygonProfile : ScriptableObject
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{
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#region basic
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public Material lakeMaterial;
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public float distSmooth = 5;
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public float uvScale = 1;
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public float maximumTriangleSize = 50;
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public float traingleDensity = 0.2f;
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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 float automaticFlowMapScale = 0.2f;
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public bool noiseflowMap = false;
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public float noiseMultiplierflowMap = 1f;
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public float noiseSizeXflowMap = 0.2f;
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public float noiseSizeZflowMap = 0.2f;
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#endregion
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#region terrain
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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 terrainSmoothMultiplier = 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 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 int currentSplatMap = 1;
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public bool noisePaint = false;
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public float noiseMultiplierInsidePaint = 1f;
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public float noiseMultiplierOutsidePaint = 0.5f;
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public float noiseSizeXPaint = 0.2f;
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public float noiseSizeZPaint = 0.2f;
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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 = 25;
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public float cliffBlend = 1;
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public int cliffSplatMapOutside = 1;
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public float cliffAngleOutside = 25;
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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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#endregion
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public int biomeType;
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}
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