Returns the alpha map at a position x, y given a width and height.
The returned array is three-dimensional - the first two dimensions represent x and y coordinates on the map, while the third denotes the splatmap texture to which the alphamap is applied.
#pragma strict // Add some random "noise" to the alphamaps. function AddAlphaNoise(t, noiseScale) { var maps = t.terrainData.GetAlphamaps(0, 0, t.terrainData.alphamapWidth, t.terrainData.alphamapHeight); for (var y = 0; y < t.terrainData.alphamapHeight; y++) { for (var x = 0; x < t.terrainData.alphamapWidth; x++) { var a0 = maps[x, y, 0]; var a1 = maps[x, y, 1]; a0 += Random.value * noiseScale; a1 += Random.value * noiseScale; var total = a0 + a1; maps[x, y, 0] = a0 / total; maps[x, y, 1] = a1 / total; } } t.terrainData.SetAlphamaps(0, 0, maps); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // Add some random "noise" to the alphamaps. void AddAlphaNoise(Terrain t, float noiseScale) { var maps = t.terrainData.GetAlphamaps(0, 0, t.terrainData.alphamapWidth, t.terrainData.alphamapHeight);
for (var y = 0; y < t.terrainData.alphamapHeight; y++) { for (var x = 0; x < t.terrainData.alphamapWidth; x++) { var a0 = maps[x, y, 0]; var a1 = maps[x, y, 1]; a0 += Random.value * noiseScale; a1 += Random.value * noiseScale; var total = a0 + a1; maps[x, y, 0] = a0 / total; maps[x, y, 1] = a1 / total; } } t.terrainData.SetAlphamaps(0, 0, maps); } }