SgtSphereLandscape

This component allows you to create a landscape with a spherical topology.

EditorDetail

This allows you to control the LOD detail while in edit mode.

InitDetail

When entering play mode or running the actual game, the landscape will initialize with this level of detail.

0 means it will initialize with the minimum amount of triangles and will generate very quickly. Higher values will make the planet immediately look better but may cause the scene to freeze until it's generated.

Detail

The overall detail of the landscape relative to the camera distance. The higher you set this, the more triangles it will have.

MinimumTriangleSize

The maximum LOD depth this landscape can have.

LodBudget

The maximum amount of seconds we can budget for LOD.

LodSteps

The maximum LOD chunks that can be generated between each LOD change.

For example, if your camera suddenly travels to the planet surface then many LOD chunks will need to be generated. If you set LOD Steps to a high value, then it will take a while for any changes to appear, whereas a low value means the landscape will constantly be updating to the final LOD state.

Observers

The landscape LOD will be based on these transform positions.

None/null = The GameObject with the MainCamera tag will be used.

Material

The landscape will be rendered using this Material.

This material must use a shader based on the SGT/Landscape shader.

Bundle

The landscape will use textures from this texture bundle.

GlobalSizes

To support massive planets, the global detail/biome UV sizes must be baked into the mesh. This allows you to set up to 4 different tile sizes.

CastShadows

Should the landscape cast Unity built-in shadows?

ReceiveShadows

Should the landscape receive Unity built-in shadows?

Radius

The base radius of the landscape in local space.

CloudShadow

If you want cloud shadows to appear on the surface of the planet, specify them here.

AlbedoTex

The albedo texture given to the landscape.

None = White. This texture must use equirectangular (cylindrical) projection.

HeightTex

The landscape's Radius will be displaced by this heightmap.

This texture must have Read/Write enabled. This texture must be Single Channel, and use the Alpha8, R8, or R16 format. This texture must use equirectangular (cylindrical) projection.

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