Example #1
0
    private void UpdateTextureCamera(Terrain t)
    {
        int   mLayer          = 1 << prefs.meshLayer;
        float raycastDistance = maxBounds.y - minBounds.y + 10;

        Vector3 vScale = t.terrainData.size;
        float   tsx    = prefs.textureResolution + 1;
        float   tsy    = prefs.textureResolution + 1;

        vScale.x = vScale.x / tsx;
        vScale.z = vScale.z / tsy;

        Vector3 beginPoint = t.transform.position;

        if (prefs.direction == MeshToTerrainDirection.normal)
        {
            beginPoint.y += raycastDistance;
        }
        else
        {
            beginPoint.y = maxBounds.y - raycastDistance;
        }

        Vector3 curPoint = beginPoint + new Vector3(prefs.textureResolution / 2 * vScale.x, 0, prefs.textureResolution / 2 * vScale.z);

        GameObject cameraGO = new GameObject("__Mesh to Terrain Camera__");
        Camera     camera   = cameraGO.AddComponent <Camera>();

        cameraGO.transform.position = curPoint;
        cameraGO.transform.rotation = Quaternion.Euler(prefs.direction == MeshToTerrainDirection.normal? 90: -90, 0, 0);
        camera.orthographic         = true;
        camera.orthographicSize     = boundsRange.x / 2 / prefs.newTerrainCountX;
        camera.clearFlags           = CameraClearFlags.Color;
        camera.backgroundColor      = prefs.textureEmptyColor;
        camera.cullingMask          = mLayer;
        camera.targetTexture        = new RenderTexture(prefs.textureResolution, prefs.textureResolution, 16);
        RenderTexture currentRT = RenderTexture.active;

        RenderTexture.active = camera.targetTexture;
        camera.Render();

        Texture2D texture = new Texture2D(prefs.textureResolution, prefs.textureResolution);

        texture.ReadPixels(new Rect(0, 0, prefs.textureResolution, prefs.textureResolution), 0, 0);
        texture.Apply();
        RenderTexture.active = currentRT;

        string textureFilename = Path.Combine(resultFolder, t.name + ".png");

        File.WriteAllBytes(textureFilename, texture.EncodeToPNG());
        AssetDatabase.Refresh();
        TextureImporter importer = AssetImporter.GetAtPath(textureFilename) as TextureImporter;

        if (importer != null)
        {
            importer.maxTextureSize = Mathf.Max(prefs.textureWidth, prefs.textureHeight);
            importer.wrapMode       = TextureWrapMode.Clamp;
            AssetDatabase.ImportAsset(textureFilename, ImportAssetOptions.ForceUpdate);
        }

        texture = (Texture2D)AssetDatabase.LoadAssetAtPath(textureFilename, typeof(Texture2D));

        DestroyImmediate(cameraGO);

#if !RTP
        Vector2 tileSize = new Vector2(
            t.terrainData.size.x / prefs.textureResolution * (prefs.textureResolution + 2),
            t.terrainData.size.z / prefs.textureResolution * (prefs.textureResolution + 2));

        Vector2 tileOffset = new Vector2(
            t.terrainData.size.x / prefs.textureResolution / 2,
            t.terrainData.size.z / prefs.textureResolution / 2);

#if UNITY_2018_3_OR_NEWER
        TerrainLayer l = new TerrainLayer
        {
            tileSize       = tileSize,
            tileOffset     = tileOffset,
            diffuseTexture = texture
        };
        string layerPath = Path.Combine(resultFolder, t.name + ".terrainlayer");
        AssetDatabase.CreateAsset(l, layerPath);
        AssetDatabase.Refresh();
        t.terrainData.terrainLayers = new[]
        {
            AssetDatabase.LoadAssetAtPath <TerrainLayer>(layerPath)
        };
#else
        SplatPrototype sp = new SplatPrototype
        {
            tileSize   = tileSize,
            tileOffset = tileOffset,
            texture    = texture
        };
        t.terrainData.splatPrototypes = new[] { sp };
#endif
#else
        LoadRTPTextures();
#if UNITY_2018_3_OR_NEWER
        TerrainLayer[] ls = new TerrainLayer[4];

        for (int i = 0; i < 4; i++)
        {
            TerrainLayer l = ls[i] = new TerrainLayer {
                diffuseTexture = rtpTextures[i * 3]
            };
            string layerPath = Path.Combine(resultFolder, t.name + " " + i + ".terrainlayer");
            AssetDatabase.CreateAsset(l, layerPath);
            AssetDatabase.Refresh();
            ls[i] = AssetDatabase.LoadAssetAtPath <TerrainLayer>(layerPath);
        }

        t.terrainData.terrainLayers = ls;
#else
        SplatPrototype[] sps = new SplatPrototype[4];

        for (int i = 0; i < 4; i++)
        {
            sps[i] = new SplatPrototype {
                texture = rtpTextures[i * 3]
            };
        }

        t.terrainData.splatPrototypes = sps;
#endif

        ReliefTerrain reliefTerrain = t.gameObject.GetComponent <ReliefTerrain>() ?? t.gameObject.AddComponent <ReliefTerrain>();
        reliefTerrain.InitArrays();
        reliefTerrain.ColorGlobal = texture;
#endif

        activeIndex++;
        progress = activeIndex / (float)prefs.terrains.Count;
        if (activeIndex >= prefs.terrains.Count)
        {
            activeIndex = 0;
            phase       = MeshToTerrainPhase.finish;
        }
    }
Example #2
0
    private void SetTexturesToTerrain(Terrain t)
    {
#if UNITY_2018_3_OR_NEWER
#if !RTP
        Texture2D texture = GetTexture(t);

        float tsx = prefs.textureWidth - 4;
        float tsy = prefs.textureHeight - 4;

        Vector2 tileSize = new Vector2(t.terrainData.size.x + t.terrainData.size.x / tsx * 4,
                                       t.terrainData.size.z + t.terrainData.size.z / tsy * 4);

        Vector2 tileOffset = new Vector2(t.terrainData.size.x / prefs.textureWidth / 2, t.terrainData.size.z / prefs.textureHeight / 2);

        TerrainLayer tl = new TerrainLayer
        {
            tileSize       = tileSize,
            tileOffset     = tileOffset,
            diffuseTexture = texture
        };
        t.terrainData.terrainLayers = new[] { tl };
#else
        LoadRTPTextures();
        TerrainLayer[] tls = new TerrainLayer[4];

        for (int i = 0; i < 4; i++)
        {
            tls[i] = new TerrainLayer {
                diffuseTexture = rtpTextures[i * 3]
            };
        }

        t.terrainData.terrainLayers = tls;

        ReliefTerrain reliefTerrain = t.gameObject.GetComponent <ReliefTerrain>() ?? t.gameObject.AddComponent <ReliefTerrain>();
        reliefTerrain.InitArrays();
        reliefTerrain.ColorGlobal = GetTexture(t);
#endif
#else
#if !RTP
        Texture2D texture = GetTexture(t);

        float tsx = prefs.textureWidth - 4;
        float tsy = prefs.textureHeight - 4;

        Vector2 tileSize = new Vector2(t.terrainData.size.x + t.terrainData.size.x / tsx * 4,
                                       t.terrainData.size.z + t.terrainData.size.z / tsy * 4);

        Vector2 tileOffset = new Vector2(t.terrainData.size.x / prefs.textureWidth / 2, t.terrainData.size.z / prefs.textureHeight / 2);

        SplatPrototype sp = new SplatPrototype
        {
            tileSize   = tileSize,
            tileOffset = tileOffset,
            texture    = texture
        };
        t.terrainData.splatPrototypes = new [] { sp };
#else
        LoadRTPTextures();
        SplatPrototype[] sps = new SplatPrototype[4];

        for (int i = 0; i < 4; i++)
        {
            sps[i] = new SplatPrototype {
                texture = rtpTextures[i * 3]
            };
        }

        t.terrainData.splatPrototypes = sps;

        ReliefTerrain reliefTerrain = t.gameObject.GetComponent <ReliefTerrain>() ?? t.gameObject.AddComponent <ReliefTerrain>();
        reliefTerrain.InitArrays();
        reliefTerrain.ColorGlobal = GetTexture(t);
#endif
#endif
    }
Example #3
0
    private void SetTexturesToTerrain(Terrain t, Texture2D texture)
    {
#if UNITY_2018_3_OR_NEWER
#if !RTP
        float tsx = prefs.textureWidth - 4;
        float tsy = prefs.textureHeight - 4;

        Vector2 tileSize = new Vector2(t.terrainData.size.x + t.terrainData.size.x / tsx * 4,
                                       t.terrainData.size.z + t.terrainData.size.z / tsy * 4);

        Vector2 tileOffset = new Vector2(t.terrainData.size.x / prefs.textureWidth / 2, t.terrainData.size.z / prefs.textureHeight / 2);

        TerrainLayer tl = new TerrainLayer
        {
            tileSize       = tileSize,
            tileOffset     = tileOffset,
            diffuseTexture = texture
        };

        string filename = Path.Combine(resultFolder, t.name + ".terrainlayer");

        AssetDatabase.CreateAsset(tl, filename);
        AssetDatabase.Refresh();

        t.terrainData.terrainLayers = new[] { AssetDatabase.LoadAssetAtPath <TerrainLayer>(filename) };

        SetAlphaMaps(t);
#else
        LoadRTPTextures();
        TerrainLayer[] tls = new TerrainLayer[4];

        for (int i = 0; i < 4; i++)
        {
            tls[i] = new TerrainLayer {
                diffuseTexture = rtpTextures[i * 3]
            };
        }

        t.terrainData.terrainLayers = tls;
        SetAlphaMaps(t);

        ReliefTerrain reliefTerrain = t.gameObject.GetComponent <ReliefTerrain>() ?? t.gameObject.AddComponent <ReliefTerrain>();
        reliefTerrain.InitArrays();
        reliefTerrain.ColorGlobal = texture;
#endif
#else
#if !RTP
        float tsx = prefs.textureWidth - 4;
        float tsy = prefs.textureHeight - 4;

        Vector2 tileSize = new Vector2(t.terrainData.size.x + t.terrainData.size.x / tsx * 4,
                                       t.terrainData.size.z + t.terrainData.size.z / tsy * 4);

        Vector2 tileOffset = new Vector2(t.terrainData.size.x / prefs.textureWidth / 2, t.terrainData.size.z / prefs.textureHeight / 2);

        SplatPrototype sp = new SplatPrototype
        {
            tileSize   = tileSize,
            tileOffset = tileOffset,
            texture    = texture
        };
        t.terrainData.splatPrototypes = new [] { sp };
#else
        LoadRTPTextures();
        SplatPrototype[] sps = new SplatPrototype[4];

        for (int i = 0; i < 4; i++)
        {
            sps[i] = new SplatPrototype {
                texture = rtpTextures[i * 3]
            };
        }

        t.terrainData.splatPrototypes = sps;

        ReliefTerrain reliefTerrain = t.gameObject.GetComponent <ReliefTerrain>() ?? t.gameObject.AddComponent <ReliefTerrain>();
        reliefTerrain.InitArrays();
        reliefTerrain.ColorGlobal = texture;
#endif
#endif
    }