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