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CrowdControl/Assets/Top Down/tools scripts/TriPlanarTerrain/Scripts/TriPlanarTerrainScript.js

84 lines
2.1 KiB
JavaScript

1 month ago
var bumpTextures : Texture2D[] = new Texture2D[8];
var specTextures : Texture2D[] = new Texture2D[8];
var tilesPerMeter : float[] = new float[8];
var terDat : TerrainData;
private var blankNormal : Texture2D;
private var blankSpec : Texture2D;
function Start () {
setTerrainValues ();
}
function setTerrainValues () {
if ( blankNormal == null ) {
blankNormal = generateBlankNormal ();
}
if ( blankSpec == null ) {
blankSpec = generateBlankSpec ();
}
if ( ( GetComponent ( Terrain ) != null ) && ( terDat == null ) ) {
terDat = GetComponent ( Terrain ).terrainData;
}
if ( terDat != null ) {
var splatLength : int = terDat.splatPrototypes.length;
for ( var i : int = 0; i < splatLength; i++ ) {
if ( bumpTextures[i] != null ) {
Shader.SetGlobalTexture ( "_BumpMap" + i, bumpTextures[i] );
}
else {
Shader.SetGlobalTexture ( "_BumpMap" + i, blankNormal );
}
if ( specTextures[i] != null ) {
Shader.SetGlobalTexture ( "_SpecMap" + i, specTextures[i] );
}
else {
Shader.SetGlobalTexture ( "_SpecMap" + i, blankSpec );
}
if ( tilesPerMeter[i] != null ) {
Shader.SetGlobalFloat ( "_TerrainTexScale" + i, ( 1.0 / tilesPerMeter[i] ) );
}
else {
Shader.SetGlobalFloat ( "_TerrainTexScale" + i, 1.0 );
}
}
while ( i < 8 ) {
bumpTextures[i] = null;
specTextures[i] = null;
tilesPerMeter[i] = 1.0;
i++;
}
}
}
function generateBlankNormal ():Texture2D {
var texture = new Texture2D ( 16, 16, TextureFormat.ARGB32, false );
var cols = texture.GetPixels32 ( 0 );
var colsLength = cols.Length;
for( var i : int = 0; i < colsLength; i++ ) {
cols[i] = Color ( 0, 0.5, 0, 0.5 );
}
texture.SetPixels32 ( cols, 0 );
texture.Apply ( false );
texture.Compress ( false );
return texture;
}
function generateBlankSpec ():Texture2D {
var texture = new Texture2D ( 16, 16, TextureFormat.RGB24, false );
var cols = texture.GetPixels ( 0 );
var colsLength = cols.Length;
for( var i : int = 0; i < colsLength; i++ ) {
cols[i] = Color ( 0.1, 0.1, 0, 0 );
}
texture.SetPixels ( cols, 0 );
texture.Apply ( false );
texture.Compress ( false );
return texture;
}