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- [Header("Reference texture")]
- public Texture2D referenceTexture;
- public float coloringSize = 6; //Size of the Perlin noise map. Basically, a smaller number means you can see more of the map.
- public int wearLevel = 2; //How much should we torture the asteroid? Each level has a chance to destroy a "naked" pixel (coloured pixel that's next to transparent pixel).
- //Performance heavy, because each level iterates through all the pixels of the referenceTexture.
- [Range(0f,1f)]
- public float wearChance = 0.5f; //What is the chance of pixel getting destroyed? 0f-1f. If (Random.value > wearChance), destroy pixel.
- [Header("Very Deep Ocean")] //Asteroid's layers
- public Color veryDeepOceanColor;
- [Header("Deep Ocean")]
- public float deepOcean;
- public Color deepOceanColor;
- [Header("Ocean")]
- public float ocean;
- public Color oceanColor;
- [Header("Shallow Water")]
- public float shallowWater;
- public Color shallowWaterColor;
- [Header("Beach")]
- public float beach;
- public Color beachColor;
- [Header("Forest")]
- public float forest;
- public Color forestColor;
- [Header("Mountain")]
- public float mountain;
- public Color mountainColor;
- [Header("Mountain Top")]
- public float mountainHigh;
- public Color mountainHighColor;
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