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using UnityEngine;
[AddComponentMenu("Relief Terrain/Geometry Blend")]
[SelectionBase]
[RequireComponent(typeof(MeshFilter))]
public class GeometryVsTerrainBlend : MonoBehaviour
{
public double UpdTim;
private int progress_count_max;
private int progress_count_current;
private const int progress_granulation = 1000;
private string progress_description = string.Empty;
public float blend_distance = 0.1f;
public GameObject blendedObject;
public bool VoxelBlendedObject;
public float _DeferredBlendGloss = 0.8f;
[HideInInspector]
public bool undo_flag;
[HideInInspector]
public bool paint_flag;
[HideInInspector]
public int paint_mode;
[HideInInspector]
public float paint_size = 0.5f;
[HideInInspector]
public float paint_smoothness;
[HideInInspector]
public float paint_opacity = 1f;
[HideInInspector]
public RTPColorChannels vertex_paint_channel = RTPColorChannels.A;
[HideInInspector]
public int addTrisSubdivision;
[HideInInspector]
public float addTrisMinAngle;
[HideInInspector]
public float addTrisMaxAngle = 90f;
private Vector3[] paint_vertices;
private Vector3[] paint_normals;
private int[] paint_tris;
private Transform underlying_transform;
private MeshRenderer underlying_renderer;
[HideInInspector]
public RaycastHit paintHitInfo;
[HideInInspector]
public bool paintHitInfo_flag;
[HideInInspector]
private Texture2D tmp_globalColorMap;
[HideInInspector]
public Vector3[] normals_orig;
[HideInInspector]
public Vector4[] tangents_orig;
[HideInInspector]
public bool baked_normals;
[HideInInspector]
public Mesh orig_mesh;
[HideInInspector]
public Mesh pmesh;
[HideInInspector]
public bool shader_global_blend_capabilities;
[HideInInspector]
public float StickOffset = 0.03f;
[HideInInspector]
public bool Sticked;
[HideInInspector]
public bool StickedOptimized = true;
[HideInInspector]
public bool ModifyTris;
[HideInInspector]
public bool BuildMeshFlag;
[HideInInspector]
public bool RealizePaint_Flag;
[HideInInspector]
public string save_path = string.Empty;
[HideInInspector]
public bool isBatched;
private Renderer _renderer;
private void Start()
{
SetupValues();
}
private void GetRenderer()
{
if (!_renderer)
{
_renderer = GetComponent<Renderer>();
}
}
public void SetupValues()
{
if (!blendedObject || (!(blendedObject.GetComponent(typeof(MeshRenderer)) != null) && !(blendedObject.GetComponent(typeof(Terrain)) != null)))
{
return;
}
if (underlying_transform == null)
{
underlying_transform = base.transform.Find("RTP_blend_underlying");
}
if (underlying_transform != null)
{
GameObject gameObject = underlying_transform.gameObject;
underlying_renderer = (MeshRenderer)gameObject.GetComponent(typeof(MeshRenderer));
}
if (!(underlying_renderer != null) || !(underlying_renderer.sharedMaterial != null))
{
return;
}
ReliefTerrain reliefTerrain = (ReliefTerrain)blendedObject.GetComponent(typeof(ReliefTerrain));
if ((bool)reliefTerrain)
{
Material sharedMaterial = underlying_renderer.sharedMaterial;
reliefTerrain.RefreshTextures(sharedMaterial);
reliefTerrain.globalSettingsHolder.Refresh(sharedMaterial);
if (sharedMaterial.HasProperty("RTP_DeferredAddPassSpec"))
{
sharedMaterial.SetFloat("RTP_DeferredAddPassSpec", _DeferredBlendGloss);
}
if ((bool)reliefTerrain.controlA)
{
sharedMaterial.SetTexture("_Control", reliefTerrain.controlA);
}
if ((bool)reliefTerrain.ColorGlobal)
{
sharedMaterial.SetTexture("_Splat0", reliefTerrain.ColorGlobal);
}
if ((bool)reliefTerrain.NormalGlobal)
{
sharedMaterial.SetTexture("_Splat1", reliefTerrain.NormalGlobal);
}
if ((bool)reliefTerrain.TreesGlobal)
{
sharedMaterial.SetTexture("_Splat2", reliefTerrain.TreesGlobal);
}
if ((bool)reliefTerrain.BumpGlobalCombined)
{
sharedMaterial.SetTexture("_Splat3", reliefTerrain.BumpGlobalCombined);
}
}
Terrain terrain = (Terrain)blendedObject.GetComponent(typeof(Terrain));
if ((bool)terrain)
{
underlying_renderer.lightmapIndex = terrain.lightmapIndex;
underlying_renderer.lightmapScaleOffset = terrain.lightmapScaleOffset;
underlying_renderer.realtimeLightmapIndex = terrain.realtimeLightmapIndex;
underlying_renderer.realtimeLightmapScaleOffset = terrain.realtimeLightmapScaleOffset;
}
else
{
underlying_renderer.lightmapIndex = blendedObject.GetComponent<Renderer>().lightmapIndex;
underlying_renderer.lightmapScaleOffset = blendedObject.GetComponent<Renderer>().lightmapScaleOffset;
underlying_renderer.realtimeLightmapIndex = blendedObject.GetComponent<Renderer>().realtimeLightmapIndex;
underlying_renderer.realtimeLightmapScaleOffset = blendedObject.GetComponent<Renderer>().realtimeLightmapScaleOffset;
}
if (Sticked)
{
if ((bool)terrain)
{
GetComponent<Renderer>().lightmapIndex = terrain.lightmapIndex;
GetComponent<Renderer>().lightmapScaleOffset = terrain.lightmapScaleOffset;
GetComponent<Renderer>().realtimeLightmapIndex = terrain.realtimeLightmapIndex;
GetComponent<Renderer>().realtimeLightmapScaleOffset = terrain.realtimeLightmapScaleOffset;
}
else
{
GetComponent<Renderer>().lightmapIndex = blendedObject.GetComponent<Renderer>().lightmapIndex;
GetComponent<Renderer>().lightmapScaleOffset = blendedObject.GetComponent<Renderer>().lightmapScaleOffset;
GetComponent<Renderer>().realtimeLightmapIndex = blendedObject.GetComponent<Renderer>().realtimeLightmapIndex;
GetComponent<Renderer>().realtimeLightmapScaleOffset = blendedObject.GetComponent<Renderer>().realtimeLightmapScaleOffset;
}
}
}
}
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