ProceduralPlanets

◆ TextureProgressiveClouds

int [] ProceduralPlanets.PlanetManager.TextureProgressiveClouds
staticgetset

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

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.TextureProgressiveClouds = new int[4] { 2,3,4,7 };
}
}
See also
TextureDetailMode, TextureProgressiveSteps, TextureProgressiveCommon, TextureProgressiveComposition, TextureProgressiveBiome, TextureProgressiveCities, TextureProgressiveLava, TextureProgressivePolarIce, TextureProgressiveGas

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