ProceduralPlanets

◆ TextureStaticBiome

int ProceduralPlanets.PlanetManager.TextureStaticBiome
staticgetset

Gets or sets texture resolution for Biome texture when TextureDetailMode is set to TextureDetailModes.Static_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.


All planets share this resolution for the Biome 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 Biome textures to level 7 (which is 2048 x 2048 pixels)
// This automatically rebuilds any textures displayed by any planet
PlanetManager.TextureStaticBiome = 7;
}
}
See also
TextureDetailMode, TextureStaticCommon, TextureStaticComposition, TextureStaticClouds, TextureStaticCities, TextureStaticLava, TextureStaticPolarIce, TextureStaticGas

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