using UnityEngine; using UnityEngine.Rendering; [CreateAssetMenu(fileName = "LakePolygonProfile", menuName = "LakePolygonProfile", order = 1)] public class LakePolygonProfile : ScriptableObject { public Material lakeMaterial; public float distSmooth = 5f; public float uvScale = 1f; public float maximumTriangleSize = 50f; public float traingleDensity = 0.2f; public bool receiveShadows; public ShadowCastingMode shadowCastingMode; public float automaticFlowMapScale = 0.2f; public bool noiseflowMap; public float noiseMultiplierflowMap = 1f; public float noiseSizeXflowMap = 0.2f; public float noiseSizeZflowMap = 0.2f; public AnimationCurve terrainCarve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(10f, -2f)); public float terrainSmoothMultiplier = 1f; public AnimationCurve terrainPaintCarve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)); public bool noiseCarve; public float noiseMultiplierInside = 1f; public float noiseMultiplierOutside = 0.25f; public float noiseSizeX = 0.2f; public float noiseSizeZ = 0.2f; public int currentSplatMap = 1; public bool noisePaint; public float noiseMultiplierInsidePaint = 1f; public float noiseMultiplierOutsidePaint = 0.5f; public float noiseSizeXPaint = 0.2f; public float noiseSizeZPaint = 0.2f; public bool mixTwoSplatMaps; public int secondSplatMap = 1; public bool addCliffSplatMap; public int cliffSplatMap = 1; public float cliffAngle = 25f; public float cliffBlend = 1f; public int cliffSplatMapOutside = 1; public float cliffAngleOutside = 25f; public float cliffBlendOutside = 1f; public float distanceClearFoliage = 1f; public float distanceClearFoliageTrees = 1f; public int biomeType; }