using UnityEngine; namespace sc.terrain.proceduralpainter { [System.Serializable] public class Curvature : Modifier { [Attributes.MinMaxSlider(0f, 1f)] [Min(0f)] public Vector2 minMax = new Vector2(0f, 0.25f); [Range(1f, 16f)] public float radius = 1; [Range(0.001f, 1f)] public float minFalloff = 0.001f; [Range(0.001f, 1f)] public float maxFalloff = 0.001f; public void OnEnable() { passIndex = FilterPass.Curvature; } public override void Configure(Material material) { base.Configure(material); material.SetFloat("_CurvatureRadius", radius); material.SetVector("_MinMaxCurvature", new Vector4(minMax.x, minMax.y, minFalloff,maxFalloff)); } } }