forked from BilalY/Rasagar
204 lines
8.3 KiB
C#
204 lines
8.3 KiB
C#
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEditor.TerrainTools
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{
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[Serializable]
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internal class TerrainSettings : ScriptableObject
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{
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// Basic settings
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public int GroupingID = 0;
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public bool AutoConnect = true;
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public bool DrawHeightmap = true;
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public bool DrawInstanced = true;
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public float PixelError = 5;
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public float BaseMapDistance = 1000;
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public ShadowCastingMode ShadowCastingMode = ShadowCastingMode.TwoSided;
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public Material MaterialTemplate = null;
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#if UNITY_2019_2_OR_NEWER
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#else
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public Terrain.MaterialType MaterialType = Terrain.MaterialType.BuiltInStandard;
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public Color LegacySpecular = Color.gray;
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public float LegacyShininess = 0;
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#endif
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public ReflectionProbeUsage ReflectionProbeUsage = ReflectionProbeUsage.BlendProbes;
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// Mesh resolution settings
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public float TerrainWidth = 500;
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public float TerrainHeight = 600;
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public float TerrainLength = 500;
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public int DetailResolutaion = 1024;
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public int DetailResolutionPerPatch = 32;
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// Texture resolution settings
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public int BaseTextureResolution = 1024;
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public int AlphaMapResolution = 512;
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public int HeightMapResolution = 513;
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// Tree and detail settings
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public bool DrawTreesAndFoliage = true;
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public bool BakeLightProbesForTrees = true;
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public bool DeringLightProbesForTrees = false;
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public bool PreserveTreePrototypeLayers = false;
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public float DetailObjectDistance = 80;
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public bool CollectDetailPatches = true;
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public float DetailObjectDensity = 1;
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public float TreeDistance = 2000;
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public float TreeBillboardDistance = 50;
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public float TreeCrossFadeLength = 5;
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public int TreeMaximumFullLODCount = 50;
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// Grass wind settings
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public float WavingGrassStrength = 0.5f;
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public float WavingGrassSpeed = 0.5f;
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public float WavingGrassAmount = 0.5f;
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public Color WavingGrassTint = new Color(0.7f, 0.6f, 0.5f, 0.0f);
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// UI
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public bool ShowBasicTerrainSettings = false;
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public bool ShowMeshResolutionSettings = false;
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public bool ShowTextureResolutionSettings = false;
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public bool ShowTreeAndDetailSettings = false;
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public bool ShowGrassWindSettings = false;
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public bool EnableBasicSettings = false;
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public bool EnableMeshResSettings = false;
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public bool EnableTextureResSettings = false;
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public bool EnableTreeSettings = false;
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public bool EnableWindSettings = false;
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public string PresetPath = string.Empty;
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public int PresetMode = 0;
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public void CopyUISettingsFrom(TerrainSettings other)
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{
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if (other == null)
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{
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return;
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}
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ShowBasicTerrainSettings = other.ShowBasicTerrainSettings;
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ShowMeshResolutionSettings = other.ShowMeshResolutionSettings;
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ShowTextureResolutionSettings = other.ShowTextureResolutionSettings;
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ShowTreeAndDetailSettings = other.ShowTreeAndDetailSettings;
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ShowGrassWindSettings = other.ShowGrassWindSettings;
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EnableBasicSettings = other.EnableBasicSettings;
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EnableMeshResSettings = other.EnableMeshResSettings;
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EnableTextureResSettings = other.EnableTextureResSettings;
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EnableTreeSettings = other.EnableTreeSettings;
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EnableWindSettings = other.EnableWindSettings;
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}
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public void CopySettingsFrom(TerrainSettings other)
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{
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if (other == null)
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{
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return;
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}
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GroupingID = other.GroupingID;
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AutoConnect = other.AutoConnect;
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DrawHeightmap = other.DrawHeightmap;
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DrawInstanced = other.DrawInstanced;
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PixelError = other.PixelError;
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BaseMapDistance = other.BaseMapDistance;
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ShadowCastingMode = other.ShadowCastingMode;
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MaterialTemplate = other.MaterialTemplate;
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ReflectionProbeUsage = other.ReflectionProbeUsage;
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#if UNITY_2019_2_OR_NEWER
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#else
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MaterialType = other.MaterialType;
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LegacySpecular = other.LegacySpecular;
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LegacyShininess = other.LegacyShininess;
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#endif
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// mesh resolution
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TerrainWidth = other.TerrainWidth;
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TerrainHeight = other.TerrainHeight;
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TerrainLength = other.TerrainLength;
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DetailResolutaion = other.DetailResolutaion;
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DetailResolutionPerPatch = other.DetailResolutionPerPatch;
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// texture resolution
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BaseTextureResolution = other.BaseTextureResolution;
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AlphaMapResolution = other.AlphaMapResolution;
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HeightMapResolution = other.HeightMapResolution;
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// tree and details
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DrawTreesAndFoliage = other.DrawTreesAndFoliage;
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BakeLightProbesForTrees = other.BakeLightProbesForTrees;
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DeringLightProbesForTrees = other.DeringLightProbesForTrees;
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PreserveTreePrototypeLayers = other.PreserveTreePrototypeLayers;
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DetailObjectDistance = other.DetailObjectDistance;
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CollectDetailPatches = other.CollectDetailPatches;
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DetailObjectDensity = other.DetailObjectDensity;
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TreeDistance = other.TreeDistance;
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TreeBillboardDistance = other.TreeBillboardDistance;
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TreeCrossFadeLength = other.TreeCrossFadeLength;
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TreeMaximumFullLODCount = other.TreeMaximumFullLODCount;
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// grass wind
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WavingGrassStrength = other.WavingGrassStrength;
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WavingGrassSpeed = other.WavingGrassSpeed;
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WavingGrassAmount = other.WavingGrassAmount;
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WavingGrassTint = other.WavingGrassTint;
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}
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public void CopySettingsFrom(Terrain terrain)
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{
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if (terrain == null)
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{
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return;
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}
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// base settings
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GroupingID = terrain.groupingID;
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AutoConnect = terrain.allowAutoConnect;
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DrawHeightmap = terrain.drawHeightmap;
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DrawInstanced = terrain.drawInstanced;
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PixelError = terrain.heightmapPixelError;
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BaseMapDistance = terrain.basemapDistance;
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ShadowCastingMode = terrain.shadowCastingMode;
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MaterialTemplate = terrain.materialTemplate;
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ReflectionProbeUsage = terrain.reflectionProbeUsage;
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#if UNITY_2019_2_OR_NEWER
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#else
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MaterialType = terrain.materialType;
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LegacySpecular = terrain.legacySpecular;
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LegacyShininess = terrain.legacyShininess;
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#endif
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// mesh resolution
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TerrainWidth = terrain.terrainData.size.x;
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TerrainHeight = terrain.terrainData.size.y;
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TerrainLength = terrain.terrainData.size.z;
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DetailResolutaion = terrain.terrainData.detailResolution;
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DetailResolutionPerPatch = terrain.terrainData.detailResolutionPerPatch;
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// texture resolution
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BaseTextureResolution = terrain.terrainData.baseMapResolution;
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AlphaMapResolution = terrain.terrainData.alphamapResolution;
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HeightMapResolution = terrain.terrainData.heightmapResolution;
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// tree and details
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DrawTreesAndFoliage = terrain.drawTreesAndFoliage;
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BakeLightProbesForTrees = terrain.bakeLightProbesForTrees;
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DeringLightProbesForTrees = terrain.deringLightProbesForTrees;
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PreserveTreePrototypeLayers = terrain.preserveTreePrototypeLayers;
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DetailObjectDistance = terrain.detailObjectDistance;
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CollectDetailPatches = terrain.collectDetailPatches;
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DetailObjectDensity = terrain.detailObjectDensity;
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TreeDistance = terrain.treeDistance;
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TreeBillboardDistance = terrain.treeBillboardDistance;
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TreeCrossFadeLength = terrain.treeCrossFadeLength;
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TreeMaximumFullLODCount = terrain.treeMaximumFullLODCount;
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// grass wind
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WavingGrassStrength = terrain.terrainData.wavingGrassStrength;
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WavingGrassSpeed = terrain.terrainData.wavingGrassSpeed;
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WavingGrassAmount = terrain.terrainData.wavingGrassAmount;
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WavingGrassTint = terrain.terrainData.wavingGrassTint;
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}
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}
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}
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