// Use this for initialization void Start() { IModule mountainTerrain = new RidgedMulti(); IModule baseFlatTerrain = new Billow(); ((Billow)baseFlatTerrain).Frequency = 2.0; IModule flatTerrain = new ScaleBias(baseFlatTerrain, 0.125, -0.75); IModule terrainType = new Perlin(); ((Perlin)terrainType).Frequency = 0.5; ((Perlin)terrainType).Persistence = 0.25; IModule terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType); ((Select)terrainSelector).SetBounds(0.0, 1000.0); ((Select)terrainSelector).SetEdgeFallOff(0.125); IModule finalTerrain = new Turbulence(terrainSelector); ((Turbulence)finalTerrain).Frequency = 4.0; ((Turbulence)finalTerrain).Power = 0.125; NoiseMapBuilderPlane heightMapBuilder = new NoiseMapBuilderPlane(256, 256); heightMapBuilder.SetBounds(6.0, 10.0, 1.0, 5.0); heightMapBuilder.Build(finalTerrain); RendererImage render = new RendererImage(); render.SourceNoiseMap = heightMapBuilder.Map; render.ClearGradient (); render.AddGradientPoint(-1.0000, new Color32(32, 160, 0, 255)); render.AddGradientPoint(-0.2500, new Color32(224, 224, 0, 255)); render.AddGradientPoint(0.2500, new Color32(128, 128, 128, 255)); render.AddGradientPoint(1.0000, new Color32(255, 255, 255, 255)); render.IsLightEnabled = true; render.LightContrast = 3.0; render.LightBrightness = 2.0; render.Render(); tex = render.GetTexture(); }
// Use this for initialization void Start() { IModule primaryGranite = new Billow(); ((Billow)primaryGranite).Seed = 0; ((Billow)primaryGranite).Frequency = 8.0; ((Billow)primaryGranite).Persistence = 0.625; ((Billow)primaryGranite).Lacunarity = 2.18359375; ((Billow)primaryGranite).OctaveCount = 6; ((Billow)primaryGranite).NoiseQuality = NoiseQuality.Standard; IModule baseGrains = new Voronoi(); ((Voronoi)baseGrains).Seed = 1; ((Voronoi)baseGrains).Frequency = 16.0; ((Voronoi)baseGrains).EnableDistance = true; IModule scaledGrains = new ScaleBias(baseGrains); ((ScaleBias)scaledGrains).Scale = -0.5; ((ScaleBias)scaledGrains).Bias = 0.0; IModule combinedGranite = new Add(primaryGranite, scaledGrains); IModule finalGranite = new Turbulence(combinedGranite); ((Turbulence)finalGranite).Seed = 2; ((Turbulence)finalGranite).Frequency = 4.0; ((Turbulence)finalGranite).Power = 1.0 / 8.0; ((Turbulence)finalGranite).Roughness = 6; NoiseMapBuilderPlane plane = new NoiseMapBuilderPlane(256, 256); plane.SetBounds(-1.0, 1.0, -1.0, 1.0); plane.Build(finalGranite); RendererImage render = new RendererImage(); render.SourceNoiseMap = plane.Map; render.ClearGradient (); render.AddGradientPoint (-1.0000, new Color32( 0, 0, 0, 255)); render.AddGradientPoint (-0.9375, new Color32( 0, 0, 0, 255)); render.AddGradientPoint (-0.8750, new Color32(216, 216, 242, 255)); render.AddGradientPoint ( 0.0000, new Color32(191, 191, 191, 255)); render.AddGradientPoint ( 0.5000, new Color32(210, 116, 125, 255)); render.AddGradientPoint ( 0.7500, new Color32(210, 113, 98, 255)); render.AddGradientPoint ( 1.0000, new Color32(255, 176, 192, 255)); render.IsLightEnabled = true; render.LightAzimuth = 135.0; render.LightElev = 60.0; render.LightContrast = 2.0; render.LightColor = new Color32(255, 255, 255, 0); render.Render(); tex = render.GetTexture(); }
// Use this for initialization void Start() { IModule module = new Perlin(); NoiseMapBuilderSphere heightMap = new NoiseMapBuilderSphere(512, 256); heightMap.SetBounds(-90.0, 90.0, -180.0, 180.0); heightMap.Build(module); RendererImage render = new RendererImage(); render.SourceNoiseMap = heightMap.Map; render.ClearGradient (); render.AddGradientPoint (-1.0000, new Color32( 0, 0, 128, 255)); // deeps render.AddGradientPoint (-0.2500, new Color32( 0, 0, 255, 255)); // shallow render.AddGradientPoint ( 0.0000, new Color32( 0, 128, 255, 255)); // shore render.AddGradientPoint ( 0.0625, new Color32(240, 240, 64, 255)); // sand render.AddGradientPoint ( 0.1250, new Color32( 32, 160, 0, 255)); // grass render.AddGradientPoint ( 0.3750, new Color32(224, 224, 0, 255)); // dirt render.AddGradientPoint ( 0.7500, new Color32(128, 128, 128, 255)); // rock render.AddGradientPoint ( 1.0000, new Color32(255, 255, 255, 255)); // snow render.IsLightEnabled = true; render.LightContrast = 3.0; render.LightBrightness = 2.0; render.Render(); tex = render.GetTexture(); }