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- Vector3 terrainPos = hit - terrain.transform.position;
- Vector3 splatMapPos = new Vector3(
- terrainPos.x / Terrain.terrainData.size.x,
- 0,
- terrainPos.z / Terrain.terrainData.size.z
- );
- int x = Mathf.FloorToInt(splatMapPos.x * Terrain.terrainData.alphamapWidth);
- int z = Mathf.FloorToInt(splatMapPos.z * Terrain.terrainData.alphamapHeight);
- float[,,] alphaMap = Terrain.terrainData.GetAlphamaps(x, z, 1, 1);
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