webik150

ProceduralAsteroid - Variables

Oct 31st, 2015
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C# 1.32 KB | None | 0 0
  1.         [Header("Reference texture")]
  2.     public Texture2D referenceTexture;
  3.    
  4.     public float coloringSize = 6;                //Size of the Perlin noise map. Basically, a smaller number means you can see more of the map.
  5.    
  6.     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).
  7.                               //Performance heavy, because each level iterates through all the pixels of the referenceTexture.
  8.     [Range(0f,1f)]
  9.     public float wearChance = 0.5f;               //What is the chance of pixel getting destroyed? 0f-1f. If (Random.value > wearChance), destroy pixel.
  10.    
  11.     [Header("Very Deep Ocean")]                   //Asteroid's layers
  12.     public Color veryDeepOceanColor;
  13.     [Header("Deep Ocean")]
  14.     public float deepOcean;
  15.     public Color deepOceanColor;
  16.     [Header("Ocean")]
  17.     public float ocean;
  18.     public Color oceanColor;
  19.     [Header("Shallow Water")]
  20.     public float shallowWater;
  21.     public Color shallowWaterColor;
  22.     [Header("Beach")]
  23.     public float beach;
  24.     public Color beachColor;
  25.     [Header("Forest")]
  26.     public float forest;
  27.     public Color forestColor;
  28.     [Header("Mountain")]
  29.     public float mountain;
  30.     public Color mountainColor;
  31.     [Header("Mountain Top")]
  32.     public float mountainHigh;
  33.     public Color mountainHighColor;
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