SplineProfile.cs 3.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Rendering;
  5. [CreateAssetMenu(fileName = "SplineProfile", menuName = "SplineProfile", order = 1)]
  6. public class SplineProfile : ScriptableObject
  7. {
  8. #region basic
  9. public Material splineMaterial;
  10. public AnimationCurve meshCurve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(1, 0) });
  11. public float minVal = 0.5f;
  12. public float maxVal = 0.5f;
  13. public int vertsInShape = 3;
  14. public float traingleDensity = 0.2f;
  15. public float uvScale = 3;
  16. public bool uvRotation = true;
  17. public bool receiveShadows = false;
  18. public ShadowCastingMode shadowCastingMode = ShadowCastingMode.Off;
  19. #endregion
  20. #region flowmap
  21. public AnimationCurve flowFlat = new AnimationCurve(new Keyframe[] {
  22. new Keyframe (0, 0.025f),
  23. new Keyframe (0.5f, 0.05f),
  24. new Keyframe (1, 0.025f)
  25. });
  26. public AnimationCurve flowWaterfall = new AnimationCurve(new Keyframe[] {
  27. new Keyframe (0, 0.25f),
  28. new Keyframe (1, 0.25f)
  29. });
  30. public bool noiseflowMap = false;
  31. public float noiseMultiplierflowMap = 0.1f;
  32. public float noiseSizeXflowMap = 2f;
  33. public float noiseSizeZflowMap = 2f;
  34. public float floatSpeed = 10;
  35. #endregion
  36. #region terrrain
  37. public AnimationCurve terrainCarve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(10, -2) });
  38. public float distSmooth = 5;
  39. public float distSmoothStart = 1;
  40. public AnimationCurve terrainPaintCarve = new AnimationCurve(new Keyframe[] { new Keyframe(0, 0), new Keyframe(1, 1) });
  41. public bool noiseCarve = false;
  42. public float noiseMultiplierInside = 1f;
  43. public float noiseMultiplierOutside = 0.25f;
  44. public float noiseSizeX = 0.2f;
  45. public float noiseSizeZ = 0.2f;
  46. public float terrainSmoothMultiplier = 5;
  47. public int currentSplatMap = 1;
  48. public bool mixTwoSplatMaps = false;
  49. public int secondSplatMap = 1;
  50. public bool addCliffSplatMap = false;
  51. public int cliffSplatMap = 1;
  52. public float cliffAngle = 45;
  53. public float cliffBlend = 1;
  54. public int cliffSplatMapOutside = 1;
  55. public float cliffAngleOutside = 45;
  56. public float cliffBlendOutside = 1;
  57. public float distanceClearFoliage = 1;
  58. public float distanceClearFoliageTrees = 1;
  59. public bool noisePaint = false;
  60. public float noiseMultiplierInsidePaint = 0.25f;
  61. public float noiseMultiplierOutsidePaint = 0.25f;
  62. public float noiseSizeXPaint = 0.2f;
  63. public float noiseSizeZPaint = 0.2f;
  64. #endregion
  65. #region simulation
  66. public float simulatedRiverLength = 100;
  67. public int simulatedRiverPoints = 10;
  68. public float simulatedMinStepSize = 1f;
  69. public bool simulatedNoUp = false;
  70. public bool simulatedBreakOnUp = true;
  71. public bool noiseWidth = false;
  72. public float noiseMultiplierWidth = 4f;
  73. public float noiseSizeWidth = 0.5f;
  74. #endregion
  75. public int biomeType;
  76. }