Rock Factory main class. More...
Public Member Functions | |
bool | TimeWithinLimits () |
void | Randomize () |
Randomizes rock by changing all seed values to a random value. | |
Texture2D | GetDisplacementMap (int index, bool renderSamplerOverlay) |
Gets the displacement map of given side. | |
void | ResetToFactoryDefault () |
Resets to factory default. | |
void | LogTime () |
void | LogTime (string description) |
void | Rebuild () |
Rebuild entire rock. |
Public Attributes | |
MeshFilter | meshFilter |
Reference to the mesh filter component instance. | |
MeshRenderer | meshRenderer |
Reference to the mesh renderer component instance. | |
RFSettingsPro | settings = new RFSettingsPro() |
Rock factory settings. | |
const bool | isProVersion = true |
RFSettings | settings = new RFSettings() |
RFRockSidesBool | generateSides = new RFRockSidesBool() |
Enable sides | |
RFRockProc.RFRockPatchTypes | patchType |
The type of geometry. | |
RFRockSidesInt | delaunayPoints = new RFRockSidesInt() |
Used for patchType == Delaunay Number of points per side to distribute | |
RFRockSidesInt | randomSeed = new RFRockSidesInt() |
Used for patchType == Delaunay Random seed of points distributed per side | |
RFIVector3 | segments = new RFIVector3(3,3,3) |
Used for patchType == slicedEqually Number of slices per dimension | |
Vector3 | size = Vector3.one |
The size. Note/Hack: Use negative sizes and spherize to flip normals | |
bool | spherize = true |
Enable spherize subsystem | |
Vector3 | spherizeEdgeSmooth |
Used for spherize == true Smooth edges. Experimental hidden feature. Only useful for long rocks. | |
Vector3 | pivot = Vector3.zero |
Pivot offset: range -1 to 1 | |
bool | useUnityStandardNormalCalculation = false |
Use unity standard normal calculation. For debugging purposes. [default: false] | |
float | splitVerticesAngle = 30f |
Threshold which determines when to switch between smooth and flat shaded faces. When angle between connecting triangles is above specified value, the vertex in question will be split and its normals will become perpendicular to the plane of the triangle. | |
RFRockProc.RFRockTextureCoordinates | generateTextureCoordinates = RFRockProc.RFRockTextureCoordinates.Box |
Type of texture coordinates. | |
bool | foldout_alternateTexture = false |
Use alternative secondary foldout mapping. A foldout map uses two textures. This option switches to the second texture. | |
bool | foldout_tile = false |
Enable tiling on foldout sides. | |
Vector3 | uvTiling = Vector3.one |
Axis aligned number of uv tiles | |
Vector3 | uvOffset = Vector3.zero |
Axis aligned uv offset | |
bool | displace = true |
Enable displacement subsystem | |
float | amountOfDisplacement = 0.5f |
Global multiplier to change the amount of displacement | |
Texture2D[] | displacementMaps |
Displacement maps (used for generating geometry) One displacement map per side | |
Texture2D[] | displacementMapsWithOverlay |
Displacement maps with overlay applied (only used by inspector gui) One displacement map per side | |
bool | enableEdgeWear = true |
Enable edge wear effect Only works when rock factory shader is used. | |
float | erodeByNormalAngle = 60f |
Threshold to determine if edge wear effect should be applied to a vertex. Angle will be encoded in vertex colors to be used by the rock factory shader. Vertex color will be white when this threshold is reached | |
Color[] | heightColors |
Contour line colors For in-editor identification or debugging purposes | |
bool | showDebugInfo = false |
Show debug info in console. | |
float | maxRebuildTime = 5f |
The max rebuild time. | |
float | lastBuildDuration = 0f |
RFRockDisplacementProc | displacementProc |
Reference to the Rock Factory displacement processor |
Properties | |
float | buildTimeElapsed [get] |
RFRockProc | proc [get, set] |
Reference to the Rock Factory processor |
Rock Factory main class.
Texture2D GetDisplacementMap | ( | int | index, |
bool | renderSamplerOverlay | ||
) |
Gets the displacement map of given side.
index | Index of side. |
renderSamplerOverlay | If set to true : render sampler overlay. |
void Randomize | ( | ) |
Randomizes rock by changing all seed values to a random value.
void Rebuild | ( | ) |
Rebuild entire rock.
void ResetToFactoryDefault | ( | ) |
Resets to factory default.
float amountOfDisplacement = 0.5f |
Global multiplier to change the amount of displacement
RFRockSidesInt delaunayPoints = new RFRockSidesInt() |
Used for patchType == Delaunay Number of points per side to distribute
bool displace = true |
Enable displacement subsystem
Texture2D [] displacementMaps |
Displacement maps (used for generating geometry) One displacement map per side
Texture2D [] displacementMapsWithOverlay |
Displacement maps with overlay applied (only used by inspector gui) One displacement map per side
RFRockDisplacementProc displacementProc |
Reference to the Rock Factory displacement processor
bool enableEdgeWear = true |
Enable edge wear effect Only works when rock factory shader is used.
float erodeByNormalAngle = 60f |
Threshold to determine if edge wear effect should be applied to a vertex. Angle will be encoded in vertex colors to be used by the rock factory shader. Vertex color will be white when this threshold is reached
bool foldout_alternateTexture = false |
Use alternative secondary foldout mapping. A foldout map uses two textures. This option switches to the second texture.
bool foldout_tile = false |
Enable tiling on foldout sides.
RFRockSidesBool generateSides = new RFRockSidesBool() |
Enable sides
RFRockProc.RFRockTextureCoordinates generateTextureCoordinates = RFRockProc.RFRockTextureCoordinates.Box |
Type of texture coordinates.
Color [] heightColors |
Contour line colors For in-editor identification or debugging purposes
float maxRebuildTime = 5f |
The max rebuild time.
MeshFilter meshFilter |
Reference to the mesh filter component instance.
MeshRenderer meshRenderer |
Reference to the mesh renderer component instance.
RFRockProc.RFRockPatchTypes patchType |
The type of geometry.
Vector3 pivot = Vector3.zero |
Pivot offset: range -1 to 1
RFRockSidesInt randomSeed = new RFRockSidesInt() |
Used for patchType == Delaunay Random seed of points distributed per side
RFIVector3 segments = new RFIVector3(3,3,3) |
Used for patchType == slicedEqually Number of slices per dimension
RFSettingsPro settings = new RFSettingsPro() |
Rock factory settings.
bool showDebugInfo = false |
Show debug info in console.
Vector3 size = Vector3.one |
The size. Note/Hack: Use negative sizes and spherize to flip normals
bool spherize = true |
Enable spherize subsystem
Vector3 spherizeEdgeSmooth |
Used for spherize == true Smooth edges. Experimental hidden feature. Only useful for long rocks.
float splitVerticesAngle = 30f |
Threshold which determines when to switch between smooth and flat shaded faces. When angle between connecting triangles is above specified value, the vertex in question will be split and its normals will become perpendicular to the plane of the triangle.
bool useUnityStandardNormalCalculation = false |
Use unity standard normal calculation. For debugging purposes. [default: false]
Vector3 uvOffset = Vector3.zero |
Axis aligned uv offset
Vector3 uvTiling = Vector3.one |
Axis aligned number of uv tiles
|
getset |
Reference to the Rock Factory processor