using UnityEngine; namespace AmazingAssets.TerrainToMesh.Example { [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class ExportMeshAndSplatmap : MonoBehaviour { public TerrainData terrainData; public int vertexCountHorizontal = 100; public int vertexCountVertical = 100; [Space(10f)] public bool exportHoles; public bool createFallbackTextures; private void Start() { if (!(terrainData == null)) { Mesh sharedMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, Normal.CalculateFromMesh); GetComponent().sharedMesh = sharedMesh; Material material = terrainData.TerrainToMesh().ExportSplatmapMaterial(exportHoles); GetComponent().sharedMaterial = material; if (createFallbackTextures) { Texture2D value = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(1024, exportHoles, unpack: false); Texture2D value2 = terrainData.TerrainToMesh().ExportBasemapNormalTexture(1024, unpack: false); material.SetTexture(Utilities.GetMaterailPropMainTex(), value); material.SetTexture(Utilities.GetMaterailPropBumpMap(), value2); } } } } }