ProceduralPlanets

◆ TextureProgressiveCities

int [] ProceduralPlanets.PlanetManager.TextureProgressiveCities
staticgetset

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

The Cities texture controls the night lights from cities on the dark side of the planet.

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

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