ProceduralPlanets

◆ TextureProgressiveBiome

int [] ProceduralPlanets.PlanetManager.TextureProgressiveBiome
staticgetset

Gets or sets the array of texture resolution levels for Biome progressive textures when TextureDetailMode = TextureDetailModes.Progressive_Separate

The Biome texture dictates the surface of a planet, e.g. desert, forest, ice, tundra, etc. The Composition texture controls the coverage and combination of two Biome textures. It is not very important that the Biome texture is high resolution since it is tiled much more compared to the Compositionn, Clouds, and Cities textures.

Array size must be the same as TextureProgressiveSteps.

Valid values in the arary are 0 (16 x 16 pixels) - 7 (2048 x 2048).

0 - 16 x 16 pixels,
1 - 32 x 32 pixels,
2 - 64 x 64 pixels,
3 - 128 x 128 pixels,
4 - 256 x 256 pixels,
5 - 512 x 512 pixels,
6 - 1024 x 1024 pixels,
7 - 2048 x 2048 pixels



using System.Collections;
// This example requires a PlanetManager instance to be present in the scene.
// Add the "Procedural Planets/Prefabs/PlanetManager" prefab to the scene first.
// Then create another gameobject and attach this example script to it.
public class Example : MonoBehaviour
{
void Start()
{
// Create a random planet at the center of the scene
PlanetManager.CreatePlanet(Vector3.zero);
// Set planet texture detail mode to Progressive_Separate (separate texture resolutions for different types of planet textures)
PlanetManager.TextureDetailMode = PlanetManager.TextureDetailModes.Progressive_Separate;
// Set number of progressive steps to 4.
PlanetManager.TextureProgressiveSteps = 4;
// Set progressive resolution array to: 2 (64 x 64), 3 (128 x 128), 4 (256 x 256), 7 (2048 x 2048)
PlanetManager.TextureProgressiveBiome = new int[4] { 2,3,4,7 };
}
}
See also
TextureDetailMode, TextureProgressiveSteps, TextureProgressiveCommon, TextureProgressiveComposition, TextureProgressiveClouds, TextureProgressiveCities, TextureProgressiveLava, TextureProgressivePolarIce, TextureProgressiveGas

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