ProceduralPlanets

◆ TextureStaticClouds

int ProceduralPlanets.PlanetManager.TextureStaticClouds
staticgetset

Gets or sets texture resolution for Clouds texture when TextureDetailMode is set to TextureDetailModes.Static_Separate.

The Clouds texture defines the clouds around a planet. It is generally important to keep the Clouds texture as high of a resolution as you can since it is not tiled as frequently as, for example, the Biome textures.

All planets share this resolution for the Clouds texture.

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

Note: Changing this value forces a rebuild of textures of existing planets in the scene.



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 Static (same texture resolution for all planets and textures)
PlanetManager.TextureDetailMode = PlanetManager.TextureDetailModes.Static_Separate;
// Set all planet Clouds textures to level 7 (which is 2048 x 2048 pixels)
// This automatically rebuilds any textures displayed by any planet
PlanetManager.TextureStaticClouds = 7;
}
}
See also
TextureDetailMode, TextureStaticCommon, TextureStaticComposition, TextureStaticBiome, TextureStaticCities, TextureStaticLava, TextureStaticPolarIce

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