using UnityEngine; namespace sc.terrain.proceduralpainter { [System.Serializable] public class TextureMask : Modifier { public Texture2D texture; [Attributes.ChannelPicker] public int channel; [Tooltip("Spans the texture across all terrains")] public bool spanTerrains; public float tiling = 1f; public void OnEnable() { passIndex = FilterPass.TextureMask; } public override void Configure(Material material) { base.Configure(material); material.SetTexture("_MaskTexture", texture); material.SetVector("_TilingParams", new Vector4(tiling, spanTerrains ? 1 : 0, 0f, 0f)); material.SetInt("_Channel", channel); } } }