Hex Terrains Framework
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    Namespace Fwt.HexTerrains.ChunkMehes.Data

    Classes

    ChunkMeshLayer

    Represents a terrain layer for a chunk mesh, providing data structures and operations for managing cell heights, biomes, transparency, and cell metrics within a hex-based terrain system.

    ChunkMeshLayerConfigAsset

    Defines the configuration asset for a chunk mesh terrain layer, including settings for heightmap and biome map initialization, automatic biome painting, and layer overlap behavior.

    ChunkMeshLayerGroup

    Entity component that holds a group of ChunkMeshLayer instances, providing functionality to create, initialize, and manage them.

    CloudsChunkMeshLayer

    Represents a visual mesh layer for rendering volumetric cloud chunks within a terrain simulation.

    CloudsChunkMeshLayerConfigAsset

    Provides configuration settings for initializing a clouds chunk mesh layer in a hex terrain environment.

    HexSurfaceRenderConfigAsset

    Render configuration for HexSurface layer. Used to provide materials and other render settings when rendering a HexSurface

    RainChunkMeshLayer

    Represents a mesh layer responsible for generating rain effects on a visual chunk within the terrain rendering system.

    RainChunkMeshLayerConfigAsset

    Defines a configuration asset for specifying rain effect parameters in a chunk mesh layer within a hex terrain system.

    RoadsChunkMeshLayer

    Represents a mesh layer for rendering roads within a terrain chunk.

    RoadsChunkMeshLayerConfigAsset

    Represents a configuration asset for defining the rendering settings of roads within a chunk mesh layer in a hex-based terrain system.

    VisualChunkMeshLayer

    Base class for HexSurface layer that contains visuals (mesh for each chunk).

    VisualChunkMeshLayerConfigAsset

    Defines a ScriptableObject asset that configures the rendering and visual properties for a chunk mesh layer in a hex terrain system.

    WaterChunkMeshLayer

    HexSurfaceLayer that has a special color map (cells under the ground are transparent).

    WaterChunkMeshLayerConfigAsset

    Defines a ScriptableObject asset used to configure a water surface mesh layer for hex-based terrain chunks.

    Structs

    ChunkMeshBiomeUVConfig

    Config struct that contains a UV (xy - min, zw - max) for a biome. Used when ChunkMesh is generated with RenderSettings.IsUseBiomeAtlas, this Value is used to calculate a uv for each cell depending on cell's Biome.

    ChunkMeshLayerSettings

    ChunkMeshRenderSettings

    Render settings for the hex terrain surface. Contains settings that affect mesh generation and rendering.

    CloudsRenderSettings

    CreateChunkMeshLayerRequest

    Represents a request to create a terrain layer using a specified chunk mesh layer configuration.

    HexRoadsRenderSettings

    Structure defining rendering settings for roads in a hex terrain.

    RainRenderSettings

    Defines settings for rendering rain effects over terrain, including the rain's starting height, maximum visual thickness, and the cell height at which maximum thickness is achieved.

    Interfaces

    IChunkMeshLayerConfig

    Defines the configuration for a chunk mesh terrain layer, including settings for heightmap and biome map initialization, automatic biome painting, and layer overlap behavior.

    ICloudsChunkMeshLayerConfig

    Defines configuration settings for a single layer of a clouds chunk mesh.

    IRainChunkMeshLayerConfig

    Defines the configuration for a rain chunk mesh layer, including the vertical position at which rain effects are generated.

    IRoadsChunkMeshLayerConfig

    Represents a configuration object for defining the rendering settings of roads within a chunk mesh layer in a hex-based terrain system.

    IVisualChunkMeshLayerConfig

    Defines a configuration for the rendering and visual properties for a chunk mesh layer in a hex terrain system.

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