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Combination of noiseland.cs & noisetex.cs - creates landscape geometry and a texture to apply to the geometry
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class noiseland2 : MonoBehaviour { | |
public int numRows=10, numCols=10; | |
public float minX=-1, maxX=1, minY=-1, maxY=1; | |
public int tex_width=256; | |
public int tex_height=256; | |
private Texture2D tex; | |
private Color32[] colors; | |
void Start () | |
{ | |
generateGeometry(); | |
generateTexture(); | |
} | |
void generateTexture() | |
{ | |
tex = new Texture2D(tex_width,tex_height); | |
colors = new Color32[tex_width*tex_height]; | |
GetComponent<Renderer>().material.mainTexture = tex; | |
int index = 0; | |
for (int j=0; j < tex_height; j++) | |
for (int i=0; i < tex_width; i++) | |
{ | |
float x = Mathf.Lerp(minX,maxX,i/(tex_width-1f)); | |
float y = Mathf.Lerp(minY,maxY,j/(tex_height-1f)); | |
float h = height(x,y); | |
if (h < 0.5) | |
colors[index] = Color.blue; | |
else if (h < 0.8) | |
colors[index] = Random.ColorHSV(0.3f,0.35f,0.7f,1f,0.8f,0.9f); | |
else if (h < 0.95) | |
colors[index] = Random.ColorHSV(0.15f,0.2f,0.7f,0.8f,0.5f,0.75f); | |
else | |
colors[index] = Random.ColorHSV(0f,1f,0f,0.1f,0.9f,1f); | |
index++; | |
} | |
tex.SetPixels32(colors); | |
tex.Apply(); | |
} | |
void generateGeometry() | |
{ | |
int index; | |
Vector3[] myVerts = new Vector3[numRows*numCols]; | |
Vector2[] myUV = new Vector2[numRows*numCols]; | |
index = 0; | |
for (int j=0; j < numRows; j++) | |
for (int i=0; i < numCols; i++) | |
{ | |
float x = Mathf.Lerp(minX,maxX,i/(numCols-1f)); | |
float y = Mathf.Lerp(minY,maxY,j/(numRows-1f)); | |
float u = Mathf.Lerp(0,1,i/(numCols-1f)); | |
float v = Mathf.Lerp(0,1,j/(numRows-1f)); | |
myVerts[index] = new Vector3(x,height(x,y),y); | |
myUV[index] = new Vector2(u,v); | |
index++; | |
} | |
int[] myTris = new int[(numRows-1)*(numCols-1)*2*3]; | |
index = 0; | |
for (int j=0; j < numRows-1; j++) | |
for (int i=0; i < numCols-1; i++) | |
{ | |
myTris[index++] = i + j*numCols; | |
myTris[index++] = i + (j+1)*numCols; | |
myTris[index++] = (i+1) + j*numCols; | |
myTris[index++] = i + (j+1)*numCols; | |
myTris[index++] = (i+1) + (j+1)*numCols; | |
myTris[index++] = (i+1) + j*numCols; | |
} | |
Mesh myMesh = gameObject.GetComponent<MeshFilter>().mesh; | |
myMesh.Clear(); | |
myMesh.vertices = myVerts; | |
myMesh.uv = myUV; | |
myMesh.triangles = myTris; | |
myMesh.RecalculateNormals(); | |
} | |
float height(float x, float y) | |
{ | |
x -= minX; | |
y -= minY; | |
float h = 0; | |
float f = 1, s = 1; | |
for (int i=0; i < 8; i++) | |
{ | |
h += s * Mathf.PerlinNoise(f*x, f*y); | |
f *= 2f; | |
s /= 3f; | |
} | |
return h; | |
} | |
} |
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