Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/ReliefTerrainPresetHolder.cs
2026-02-21 16:45:37 +08:00

419 lines
7.6 KiB
C#

using System;
using UnityEngine;
[Serializable]
public class ReliefTerrainPresetHolder : ScriptableObject
{
public string PresetID;
public string PresetName;
public string type;
public int numLayers;
public Texture2D[] splats;
public Texture2D[] splat_atlases;
public Texture2D controlA;
public Texture2D controlB;
public Texture2D controlC;
public float RTP_MIP_BIAS;
public float MasterLayerBrightness = 1f;
public float MasterLayerSaturation = 1f;
public float EmissionRefractFiltering = 4f;
public float EmissionRefractAnimSpeed = 4f;
public RTPColorChannels SuperDetailA_channel;
public RTPColorChannels SuperDetailB_channel;
public Texture2D Bump01;
public Texture2D Bump23;
public Texture2D Bump45;
public Texture2D Bump67;
public Texture2D Bump89;
public Texture2D BumpAB;
public Texture2D ColorGlobal;
public Texture2D NormalGlobal;
public Texture2D TreesGlobal;
public Texture2D AmbientEmissiveMap;
public Texture2D SSColorCombinedA;
public Texture2D SSColorCombinedB;
public bool globalColorModifed_flag;
public bool globalCombinedModifed_flag;
public bool globalWaterModifed_flag;
public Texture2D BumpGlobal;
public Texture2D BumpGlobalCombined;
public Texture2D VerticalTexture;
public float BumpMapGlobalScale;
public Vector3 GlobalColorMapBlendValues;
public float GlobalColorMapSaturation;
public float GlobalColorMapSaturationFar;
public float GlobalColorMapDistortByPerlin = 0.005f;
public float GlobalColorMapBrightness;
public float GlobalColorMapBrightnessFar = 1f;
public float _GlobalColorMapNearMIP;
public float _FarNormalDamp;
public float blendMultiplier;
public Texture2D HeightMap;
public Texture2D HeightMap2;
public Texture2D HeightMap3;
public Vector4 ReliefTransform;
public float DIST_STEPS;
public float WAVELENGTH;
public float ReliefBorderBlend;
public float ExtrudeHeight;
public float LightmapShading;
public float SHADOW_STEPS;
public float WAVELENGTH_SHADOWS;
public float SelfShadowStrength;
public float ShadowSmoothing;
public float ShadowSoftnessFade = 0.7f;
public float distance_start;
public float distance_transition;
public float distance_start_bumpglobal;
public float distance_transition_bumpglobal;
public float rtp_perlin_start_val;
public float _Phong;
public float tessHeight = 300f;
public float _TessSubdivisions = 1f;
public float _TessSubdivisionsFar = 1f;
public float _TessYOffset;
public float trees_shadow_distance_start;
public float trees_shadow_distance_transition;
public float trees_shadow_value;
public float trees_pixel_distance_start;
public float trees_pixel_distance_transition;
public float trees_pixel_blend_val;
public float global_normalMap_multiplier;
public float global_normalMap_farUsage;
public float _AmbientEmissiveMultiplier;
public float _AmbientEmissiveRelief;
public int rtp_mipoffset_globalnorm;
public float _SuperDetailTiling;
public Texture2D SuperDetailA;
public Texture2D SuperDetailB;
public Texture2D TERRAIN_ReflectionMap;
public RTPColorChannels TERRAIN_ReflectionMap_channel;
public Color TERRAIN_ReflColorA;
public Color TERRAIN_ReflColorB;
public Color TERRAIN_ReflColorC;
public float TERRAIN_ReflColorCenter;
public float TERRAIN_ReflGlossAttenuation;
public float TERRAIN_ReflectionRotSpeed;
public float TERRAIN_GlobalWetness;
public Texture2D TERRAIN_RippleMap;
public Texture2D TERRAIN_WetMask;
public float TERRAIN_RippleScale;
public float TERRAIN_FlowScale;
public float TERRAIN_FlowSpeed;
public float TERRAIN_FlowCycleScale;
public float TERRAIN_FlowMipOffset;
public float TERRAIN_WetDarkening;
public float TERRAIN_WetDropletsStrength;
public float TERRAIN_WetHeight_Treshold;
public float TERRAIN_WetHeight_Transition;
public float TERRAIN_RainIntensity;
public float TERRAIN_DropletsSpeed;
public float TERRAIN_mipoffset_flowSpeed;
public float TERRAIN_CausticsAnimSpeed;
public Color TERRAIN_CausticsColor;
public float TERRAIN_CausticsWaterLevel;
public float TERRAIN_CausticsWaterLevelByAngle;
public float TERRAIN_CausticsWaterDeepFadeLength;
public float TERRAIN_CausticsWaterShallowFadeLength;
public float TERRAIN_CausticsTilingScale;
public Texture2D TERRAIN_CausticsTex;
public Vector4 RTP_LightDefVector;
public float RTP_AOamp;
public float RTP_AOsharpness;
public float _occlusionStrength;
public Texture2D[] Bumps;
public float[] Spec;
public float[] FarSpecCorrection;
public float[] MixScale;
public float[] MixBlend;
public float[] MixSaturation;
public float[] RTP_DiffFresnel;
public float[] RTP_metallic;
public float[] RTP_glossMin;
public float[] RTP_glossMax;
public float[] RTP_glitter;
public float[] MixBrightness;
public float[] MixReplace;
public float[] LayerBrightness;
public float[] LayerBrightness2Spec;
public float[] LayerAlbedo2SpecColor;
public float[] LayerSaturation;
public float[] LayerEmission;
public Color[] LayerEmissionColor;
public float[] LayerEmissionRefractStrength;
public float[] LayerEmissionRefractHBedge;
public float[] GlobalColorPerLayer;
public float[] GlobalColorBottom;
public float[] GlobalColorTop;
public float[] GlobalColorColormapLoSat;
public float[] GlobalColorColormapHiSat;
public float[] GlobalColorLayerLoSat;
public float[] GlobalColorLayerHiSat;
public float[] GlobalColorLoBlend;
public float[] GlobalColorHiBlend;
public float[] PER_LAYER_HEIGHT_MODIFIER;
public float[] _SuperDetailStrengthMultA;
public float[] _SuperDetailStrengthMultASelfMaskNear;
public float[] _SuperDetailStrengthMultASelfMaskFar;
public float[] _SuperDetailStrengthMultB;
public float[] _SuperDetailStrengthMultBSelfMaskNear;
public float[] _SuperDetailStrengthMultBSelfMaskFar;
public float[] _SuperDetailStrengthNormal;
public float[] _BumpMapGlobalStrength;
public float[] VerticalTextureStrength;
public float[] AO_strength;
public float VerticalTextureGlobalBumpInfluence;
public float VerticalTextureTiling;
public Texture2D[] Heights;
public float[] _snow_strength_per_layer;
public ProceduralMaterial[] Substances;
public float[] TERRAIN_LayerWetStrength;
public float[] TERRAIN_WaterLevel;
public float[] TERRAIN_WaterLevelSlopeDamp;
public float[] TERRAIN_WaterEdge;
public float[] TERRAIN_WaterGloss;
public float[] TERRAIN_WaterGlossDamper;
public float[] TERRAIN_Refraction;
public float[] TERRAIN_WetRefraction;
public float[] TERRAIN_Flow;
public float[] TERRAIN_WetFlow;
public float[] TERRAIN_WaterMetallic;
public float[] TERRAIN_WetGloss;
public Color[] TERRAIN_WaterColor;
public float[] TERRAIN_WaterEmission;
public float _snow_strength;
public float _global_color_brightness_to_snow;
public float _snow_slope_factor;
public float _snow_edge_definition;
public float _snow_height_treshold;
public float _snow_height_transition;
public Color _snow_color;
public float _snow_gloss;
public float _snow_reflectivness;
public float _snow_deep_factor;
public float _snow_fresnel;
public float _snow_diff_fresnel;
public float _snow_metallic;
public float _snow_Frost;
public float _snow_MicroTiling;
public float _snow_BumpMicro;
public float _snow_occlusionStrength;
public int _snow_TranslucencyDeferredLightIndex;
public Color _SnowGlitterColor;
public Color _GlitterColor;
public float[] _GlitterStrength;
public float _GlitterTiling;
public float _GlitterDensity;
public float _GlitterFilter;
public float _GlitterColorization;
public Texture2D _SparkleMap;
public void Init(string name)
{
PresetID = string.Empty + UnityEngine.Random.value + Time.realtimeSinceStartup;
PresetName = name;
}
}