/** * Initializes all the important values that will be used to generate the terrain. */ private void Initialize() { Debug.Log("Initializing terrain."); seed = Utilities.GetTimeBasedSeed(8); // Grab references to components. meshFilter = GetComponent <MeshFilter>(); terrainColorizer = GetComponent <TerrainColor>(); }
private void SetupEffect() { Effect.Parameters["World"].SetValue(World); Effect.Parameters["WorldViewProjection"].SetValue(World * View * Projection); Effect.Parameters["CameraPosition"].SetValue(CameraPosition); Effect.Parameters["Size"].SetValue(Size); Effect.Parameters["TerrainColor"].SetValue(TerrainColor.ToVector4()); Effect.Parameters["Normalmap"].SetValue(NormalMap); Effect.Parameters["Bumpiness"].SetValue(Bumpiness); Effect.Parameters["HeightmapEnabled"].SetValue(HeightmapEnabled && Heightmap != null); Effect.Parameters["TextureEnabled"].SetValue(TextureEnabled && Texture != null); Effect.Parameters["LightingEnabled"].SetValue(LightEnabled); Effect.Parameters["GeomorphEnabled"].SetValue(GeomorphEnabled); Effect.Parameters["BruteForceEnabled"].SetValue(BruteForceEnabled); if (Texture != null && TextureEnabled) { Effect.Parameters["Texture"].SetValue(Texture); Effect.Parameters["TextureRepeat"].SetValue(TextureResolution * (Size - 1) / Texture.Width); } if (Heightmap != null && HeightmapEnabled) { Effect.Parameters["Heightmap"].SetValue(Heightmap); Effect.Parameters["HeightOffset"].SetValue(HeightOffset); } if (LightEnabled) { Effect.Parameters["LightDirection"].SetValue(LightDirection); Effect.Parameters["LightDiffuse"].SetValue(LightDiffuse); Effect.Parameters["LightAmbient"].SetValue(LightAmbient); Effect.Parameters["LightSpecular"].SetValue(LightSpecular); Effect.Parameters["LightShininess"].SetValue(LightShininess); } }