Files
2026-03-04 10:03:45 +08:00

113 lines
2.4 KiB
C#

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;
}