Files
Fishing2/Assets/Infinity Code/Real World Terrain/Scripts/Prefs/RealWorldTerrainPrefsBase.Terrain.cs
2025-06-09 00:11:54 +08:00

161 lines
5.2 KiB
C#

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