/* 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;
}
}