83 lines
2.2 KiB
C#
83 lines
2.2 KiB
C#
using UnityEngine;
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namespace RoR2;
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public class PaintTerrain : MonoBehaviour
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{
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public float splatHeightReference = 60f;
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public float splatRaycastLength = 200f;
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public float splatSlopePower = 1f;
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public float heightPower = 1f;
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public Vector3 snowfallDirection = Vector3.up;
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public Texture2D grassNoiseMap;
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private Terrain terrain;
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private TerrainData data;
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private float[,,] alphamaps;
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private int[,] detailmapGrass;
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private void Start()
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{
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snowfallDirection = snowfallDirection.normalized;
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terrain = GetComponent<Terrain>();
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data = terrain.terrainData;
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alphamaps = data.GetAlphamaps(0, 0, data.alphamapWidth, data.alphamapHeight);
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detailmapGrass = data.GetDetailLayer(0, 0, data.detailWidth, data.detailHeight, 0);
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UpdateAlphaMaps();
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UpdateDetailMaps();
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}
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private void UpdateAlphaMaps()
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{
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for (int i = 0; i < data.alphamapHeight; i++)
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{
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for (int j = 0; j < data.alphamapWidth; j++)
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{
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float z = (float)j / (float)data.alphamapWidth * data.size.x;
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float x = (float)i / (float)data.alphamapHeight * data.size.z;
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float num = 0f;
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float num2 = 0f;
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float num3 = 0f;
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float num4 = 0f;
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float num5 = Mathf.Pow(Vector3.Dot(Vector3.up, data.GetInterpolatedNormal((float)i / (float)data.alphamapHeight, (float)j / (float)data.alphamapWidth)), splatSlopePower);
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num = num5;
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num3 = 1f - num5;
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float interpolatedHeight = data.GetInterpolatedHeight((float)i / (float)data.alphamapHeight, (float)j / (float)data.alphamapWidth);
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if (Physics.Raycast(new Vector3(x, interpolatedHeight, z), snowfallDirection, out var hitInfo, splatRaycastLength, LayerIndex.world.mask))
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{
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float num6 = num;
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float num7 = Mathf.Clamp01(Mathf.Pow(hitInfo.distance / splatHeightReference, heightPower));
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num = num7 * num6;
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num2 = (1f - num7) * num6;
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}
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alphamaps[j, i, 0] = num;
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alphamaps[j, i, 1] = num2;
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alphamaps[j, i, 2] = num3;
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alphamaps[j, i, 3] = num4;
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}
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}
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data.SetAlphamaps(0, 0, alphamaps);
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}
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private void UpdateDetailMaps()
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{
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for (int i = 0; i < data.detailHeight; i++)
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{
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for (int j = 0; j < data.detailWidth; j++)
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{
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int num = 0;
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detailmapGrass[j, i] = num;
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}
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}
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data.SetDetailLayer(0, 0, 0, detailmapGrass);
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}
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}
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