Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/LakePolygonProfile.cs
2026-03-04 10:03:45 +08:00

83 lines
1.7 KiB
C#

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;
}