/* INFINITY CODE */ /* https://infinity-code.com */ using UnityEngine; namespace InfinityCode.RealWorldTerrain { public partial class RealWorldTerrainPrefsBase { /// /// If disabled terrains will have zero Y at minimum elevation.
/// If enabled, terrains will have zero Y on the water line(zero elevation). ///
public bool alignWaterLine; public Vector2 autoDetectElevationOffset = new Vector2(100, 100); /// /// Resolution of the base map used for rendering far patches on the terrain. /// public int baseMapResolution = 1024; /// /// Flag indicating that the zero is used as unknown value. /// public bool bingMapsUseZeroAsUnknown; /// /// Resolution of control texture. /// public int controlTextureResolution = 512; /// /// Escarpment of the seabed. Greater value - steeper slope. /// public float depthSharpness = 0; /// /// The resolution of the map that controls grass and detail meshes.
/// For performance reasons (to save on draw calls) the lower you set this number the better. ///
public int detailResolution = 2048; /// /// Elevation provider /// public RealWorldTerrainElevationProvider elevationProvider = RealWorldTerrainElevationProvider.SRTM; public RealWorldTerrainElevationRange elevationRange = RealWorldTerrainElevationRange.autoDetect; public RealWorldTerrainElevationType elevationType = RealWorldTerrainElevationType.realWorld; /// /// The fixed size of terrain.
/// X - Terrain Width
/// Y - Terrain Height
/// Z - Terrain Length ///
public Vector3 fixedTerrainSize = new Vector3(500, 600, 500); /// /// The resolution of GAIA stamp /// public int gaiaStampResolution = 1024; /// /// Generate unknown underwater areas based on known data /// public bool generateUnderWater; /// /// The HeightMap resolution for each Terrain. /// public int heightmapResolution = 129; /// /// Errors of SRTM should be ignored? /// public bool ignoreSRTMErrors; public float fixedMaxElevation = 1000; public float fixedMinElevation = 0; /// /// Type of max elevation value. /// public RealWorldTerrainMaxElevation maxElevationType = RealWorldTerrainMaxElevation.autoDetect; /// /// Elevation value when there is no data. /// public short nodataValue; /// /// The order of bytes in a RAW file. /// public RealWorldTerrainByteOrder rawByteOrder = RealWorldTerrainByteOrder.Windows; /// /// Filename of RAW result /// public string rawFilename = "terrain"; /// /// Height of RAW result /// public int rawHeight = 1024; /// /// Width of RAW result /// public int rawWidth = 1024; /// /// Type of RAW result /// public RealWorldTerrainRawType rawType = RealWorldTerrainRawType.RAW; /// /// Specifies the size in pixels of each individually rendered detail patch.
/// A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis.
/// A recommended value is 16.
/// If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. ///
public int resolutionPerPatch = 16; /// /// Type of result (terrain, mesh). /// public RealWorldTerrainResultType resultType = RealWorldTerrainResultType.terrain; /// /// Specifies whether the projection will be determined by the size of the area.
/// 0 - Real world sizes.
/// 1 - Mercator sizes.
/// 2 - Fixed size. ///
public int sizeType = 0; /// /// Scale of terrains. /// public Vector3 terrainScale = Vector3.one; /// /// The source of water detection. /// public RealWorldTerrainWaterDetectionSource waterDetectionSource = RealWorldTerrainWaterDetectionSource.texture; /// /// The bit mask of water detection. /// public TextAsset waterDetectionBitMask; /// /// The texture of water detection. /// public Texture2D waterDetectionTexture; } }