using UnityEngine; using UnityEngine.Rendering; [CreateAssetMenu(fileName = "SplineProfile", menuName = "SplineProfile", order = 1)] public class SplineProfile : ScriptableObject { public Material splineMaterial; public AnimationCurve meshCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 0f)); public float minVal = 0.5f; public float maxVal = 0.5f; public int vertsInShape = 3; public float traingleDensity = 0.2f; public float uvScale = 3f; public bool uvRotation = true; public bool receiveShadows; public ShadowCastingMode shadowCastingMode; public AnimationCurve flowFlat = new AnimationCurve(new Keyframe(0f, 0.025f), new Keyframe(0.5f, 0.05f), new Keyframe(1f, 0.025f)); public AnimationCurve flowWaterfall = new AnimationCurve(new Keyframe(0f, 0.25f), new Keyframe(1f, 0.25f)); public bool noiseflowMap; public float noiseMultiplierflowMap = 0.1f; public float noiseSizeXflowMap = 2f; public float noiseSizeZflowMap = 2f; public float floatSpeed = 10f; public AnimationCurve terrainCarve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(10f, -2f)); public float distSmooth = 5f; public float distSmoothStart = 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 float terrainSmoothMultiplier = 5f; public int currentSplatMap = 1; public bool mixTwoSplatMaps; public int secondSplatMap = 1; public bool addCliffSplatMap; public int cliffSplatMap = 1; public float cliffAngle = 45f; public float cliffBlend = 1f; public int cliffSplatMapOutside = 1; public float cliffAngleOutside = 45f; public float cliffBlendOutside = 1f; public float distanceClearFoliage = 1f; public float distanceClearFoliageTrees = 1f; public bool noisePaint; public float noiseMultiplierInsidePaint = 0.25f; public float noiseMultiplierOutsidePaint = 0.25f; public float noiseSizeXPaint = 0.2f; public float noiseSizeZPaint = 0.2f; public float simulatedRiverLength = 100f; public int simulatedRiverPoints = 10; public float simulatedMinStepSize = 1f; public bool simulatedNoUp; public bool simulatedBreakOnUp = true; public bool noiseWidth; public float noiseMultiplierWidth = 4f; public float noiseSizeWidth = 0.5f; public int biomeType; }