using System; using UnityEngine; using UnityEngine.Serialization; namespace sc.terrain.proceduralpainter { [System.Serializable] public class Height : Modifier { public float min = 0; [Min(0.001f)] public float minFalloff = 1; public float max = 2000; [Min(0.001f)] public float maxFalloff = 1; public void OnEnable() { passIndex = FilterPass.Height; } public override void Configure(Material material) { base.Configure(material); material.SetVector("_MinMaxHeight", new Vector4(min, max, minFalloff, maxFalloff)); } } }