Added stepness task

This commit is contained in:
Bartosz Hejduk 2021-06-28 21:42:09 +02:00
parent 765955cd22
commit c050fdfc5f

View File

@ -3,7 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
using System.Linq; // used for Sum of array
public class ProceduralTextureScript : MonoBehaviour {
public class ProceduralTextureScript : MonoBehaviour
{
public float snowHeight;
public float rockSlope;
@ -13,21 +14,26 @@ public class ProceduralTextureScript : MonoBehaviour {
}
float transition(float start, float end,float value) {
if (start > end) {
float transition(float start, float end, float value)
{
if (start > end)
{
return 1 - transition(end, start, value);
}
if (value < start) {
if (value < start)
{
return 0;
}
if (value >= end) {
if (value >= end)
{
return 1;
}
var scaledValue = (value - start) / (end - start);
return scaledValue;
}
public void runProcedrualTexturing() {
public void runProcedrualTexturing()
{
var terrain = gameObject.GetComponent<Terrain>();
var layers = terrain.terrainData.alphamapLayers;
var height = terrain.terrainData.alphamapWidth;
@ -38,35 +44,33 @@ public class ProceduralTextureScript : MonoBehaviour {
Debug.Log(height);
Debug.Log(width);
Debug.Log(terrain.terrainData.GetInterpolatedHeight(0.5f,0.5f));
Debug.Log(terrain.terrainData.GetInterpolatedHeight(0.5f, 0.5f));
var newSplatMap = new float[width, height, layers];
//for (int i=0; i<)
for (int i=0; i < width;i++) {
for (int j = 0; j < width; j++) {
for (int i = 0; i < width; i++)
{
for (int j = 0; j < width; j++)
{
float x = j / (float)height;
float y = i / (float)width;
var splatWeights = new float[layers];
var terrainHeight = terrain.terrainData.GetInterpolatedHeight(x,y);
for (int k = 0; k < layers; k++) {
splatWeights[k] = Random.RandomRange(0.0f,1.0f);
var terrainSteepness = terrain.terrainData.GetSteepness(x, y);
for (int k = 0; k < layers; k++)
{
splatWeights[k] = terrainSteepness;
}
float sum = splatWeights.Sum();
for (int k = 0; k < layers; k++) {
newSplatMap[i,j,k]=splatWeights[k]/sum;
for (int k = 0; k < layers; k++)
{
newSplatMap[i, j, k] = splatWeights[k] / sum;
}
}
}
terrain.terrainData.SetAlphamaps(0, 0, newSplatMap);
var a = terrain.terrainData.treeInstances;
}
// Update is called once per frame