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| 1 | using UnityEngine; | |
| 2 | using System.Collections; | |
| 3 | ||
| 4 | public class TerrainNoise : MonoBehaviour {
| |
| 5 | ||
| 6 | float waterSmooth = 0; | |
| 7 | float[,] heights; | |
| 8 | Terrain terrain; | |
| 9 | TerrainData data; | |
| 10 | Transform water; | |
| 11 | int noiseLayerCount = 20; | |
| 12 | NoiseLayer[] noiseLayers; | |
| 13 | float heightBoost = 10; | |
| 14 | float updateTime; | |
| 15 | bool dirty = true; | |
| 16 | ||
| 17 | void OnGUI() | |
| 18 | {
| |
| 19 | GUILayout.BeginArea( new Rect(20,20,400,400) ); | |
| 20 | ||
| 21 | GUI.color = Color.black; | |
| 22 | ||
| 23 | GUILayout.Label("WaterSmooth: "+waterSmooth);
| |
| 24 | float newWaterSmooth = GUILayout.HorizontalSlider(waterSmooth, 0f, 1f); | |
| 25 | if (newWaterSmooth != waterSmooth) | |
| 26 | {
| |
| 27 | waterSmooth = newWaterSmooth; | |
| 28 | dirty = true; | |
| 29 | updateTime = Time.time + 0.5f; | |
| 30 | } | |
| 31 | ||
| 32 | GUILayout.Label("HeightBoost: "+heightBoost);
| |
| 33 | float newHeightBoost = GUILayout.HorizontalSlider(heightBoost, 1f, 40f); | |
| 34 | if (newHeightBoost != heightBoost) | |
| 35 | {
| |
| 36 | heightBoost = newHeightBoost; | |
| 37 | dirty = true; | |
| 38 | updateTime = Time.time + 0.5f; | |
| 39 | } | |
| 40 | ||
| 41 | GUILayout.EndArea(); | |
| 42 | ||
| 43 | } | |
| 44 | ||
| 45 | void Start() | |
| 46 | {
| |
| 47 | ||
| 48 | terrain = GetComponent<Terrain>(); | |
| 49 | data = terrain.terrainData; | |
| 50 | heights = new float[ data.heightmapWidth, data.heightmapHeight]; | |
| 51 | water = GameObject.Find ("Water").transform;
| |
| 52 | ||
| 53 | ||
| 54 | ||
| 55 | // create the required number of noise layer definitions | |
| 56 | noiseLayers = new NoiseLayer[noiseLayerCount]; | |
| 57 | float frequency = .003f; | |
| 58 | float amplitude = 0.5f; | |
| 59 | for( int n=0; n<noiseLayers.Length; ++n) | |
| 60 | {
| |
| 61 | noiseLayers[n] = new NoiseLayer(); | |
| 62 | noiseLayers[n].frequency = frequency; | |
| 63 | noiseLayers[n].amplitude = amplitude; | |
| 64 | ||
| 65 | amplitude *= 0.5f; | |
| 66 | frequency *= 2f; | |
| 67 | ||
| 68 | } | |
| 69 | ||
| 70 | } | |
| 71 | ||
| 72 | // Use this for initialization | |
| 73 | void Update () {
| |
| 74 | ||
| 75 | if (dirty && Time.time > updateTime) | |
| 76 | {
| |
| 77 | ||
| 78 | // Generate Heightmap | |
| 79 | ||
| 80 | float waterHeight = water.position.y / data.size.y; | |
| 81 | ||
| 82 | for( int x=0; x< data.heightmapWidth; ++x) | |
| 83 | {
| |
| 84 | for( int z=0; z< data.heightmapHeight; ++z) | |
| 85 | {
| |
| 86 | // accumulate height values from each perlin noise layer | |
| 87 | float height = 0; | |
| 88 | foreach(NoiseLayer noiseLayer in noiseLayers) | |
| 89 | {
| |
| 90 | float f = noiseLayer.frequency; | |
| 91 | float a = noiseLayer.amplitude; | |
| 92 | height += Mathf.PerlinNoise(x*f, z*f) * a; | |
| 93 | } | |
| 94 | ||
| 95 | // smooth heights at water level | |
| 96 | float waterSmoothedHeight = height - waterHeight; | |
| 97 | float heightSign = Mathf.Sign(waterSmoothedHeight); | |
| 98 | waterSmoothedHeight *= (waterSmoothedHeight * heightSign) * heightBoost; | |
| 99 | waterSmoothedHeight += waterHeight; | |
| 100 | ||
| 101 | ||
| 102 | height = Mathf.Lerp( height, waterSmoothedHeight, waterSmooth ); | |
| 103 | ||
| 104 | heights[x,z] = height; | |
| 105 | ||
| 106 | } | |
| 107 | } | |
| 108 | ||
| 109 | data.SetHeights(0, 0, heights); | |
| 110 | ||
| 111 | ||
| 112 | float waterBlendRange = 25 / data.size.y; | |
| 113 | ||
| 114 | float steepGroundAngle = 25; | |
| 115 | float cliffAngle = 55; | |
| 116 | float angleBlendRange = 10; | |
| 117 | ||
| 118 | ||
| 119 | // Generate Texture mixing map | |
| 120 | ||
| 121 | float [,,] alphamap = new float[ data.alphamapWidth, data.alphamapHeight, 4]; | |
| 122 | ||
| 123 | for (int x=0; x<data.alphamapWidth; ++x) | |
| 124 | {
| |
| 125 | for (int z=0; z<data.alphamapWidth; ++z) | |
| 126 | {
| |
| 127 | // normalize x and z values | |
| 128 | float nx = x / (float)data.alphamapHeight; | |
| 129 | float nz = z / (float)data.alphamapWidth; | |
| 130 | ||
| 131 | Vector4 mix = new Vector4(1,0,0,0); | |
| 132 | ||
| 133 | float height = data.GetInterpolatedHeight( nz, nx ) / data.size.y; | |
| 134 | ||
| 135 | // blend between underwater texture and abovewater texture | |
| 136 | if (height > waterHeight ) {
| |
| 137 | float blend = Mathf.InverseLerp( waterHeight, waterHeight+waterBlendRange, height ); | |
| 138 | mix = Vector4.Lerp ( mix, new Vector4(0,1,0,0), blend ); | |
| 139 | } | |
| 140 | ||
| 141 | // blend between above water texture and the steep ground texture | |
| 142 | Vector3 normal = data.GetInterpolatedNormal( nz, nx ); | |
| 143 | float angle = Vector3.Angle( normal, Vector3.up ); | |
| 144 | ||
| 145 | if (angle > steepGroundAngle) | |
| 146 | {
| |
| 147 | float blend = Mathf.InverseLerp( steepGroundAngle, steepGroundAngle+angleBlendRange, angle ); | |
| 148 | mix = Vector4.Lerp ( mix, new Vector4(0,0,1,0), blend ); | |
| 149 | } | |
| 150 | ||
| 151 | if (angle > cliffAngle) | |
| 152 | {
| |
| 153 | float blend = Mathf.InverseLerp( cliffAngle, cliffAngle+angleBlendRange, angle ); | |
| 154 | mix = Vector4.Lerp ( mix, new Vector4(0,0,0,1), blend ); | |
| 155 | } | |
| 156 | ||
| 157 | alphamap[x,z,0] = mix.x; | |
| 158 | alphamap[x,z,1] = mix.y; | |
| 159 | alphamap[x,z,2] = mix.z; | |
| 160 | alphamap[x,z,3] = mix.w; | |
| 161 | } | |
| 162 | ||
| 163 | } | |
| 164 | ||
| 165 | data.SetAlphamaps( 0, 0, alphamap ); | |
| 166 | ||
| 167 | ||
| 168 | dirty = false; | |
| 169 | } | |
| 170 | } | |
| 171 | ||
| 172 | } | |
| 173 | ||
| 174 | ||
| 175 | public struct NoiseLayer | |
| 176 | {
| |
| 177 | public float amplitude; | |
| 178 | public float frequency; | |
| 179 | ||
| 180 | } |