Class GMask
Sub asset type containing utility mask texture for terrain tooling. This should not be used alone without a parent terrain data. In most case you don't instantiate it with ScriptableObject.Create The correct way to access this is terrain.TerrainData.Mask
public class GMask : ScriptableObject
- Inheritance
-
ObjectScriptableObjectGMask
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Properties
- HasMaskMap
True if the mask map was allocated.
- MaskMap
Direct reference to the mask map texture. The mask color are used as following:
- R: lock terrain region from being edited.
- G: smooth/sharp normal mask.
- B: erosion tool's water source.
- A: unused.
- MaskMapOrDefault
Return a texture for reading mask. It's the mask itself if allocated, otherwise a default black texture. Only read this texture with bilinear filter.
- MaskMapResolution
Size of the mask map in pixels. When this value changed, the mask map will be resized and resampled.
- TerrainData
The parent terrain data object.
Methods
- CopyTo(GMask)
Copy numeric settings to other object. This does not copy texture.