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var shader = Shader.Find("Custom/Particles/Additive (Soft)"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; |
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//scripts to use with the Realtime mod, filename must match file prefix in import folder | |
var type="building"; | |
var filename="thing"; var assetname="thing"; | |
Type.GetType("Realtime.RealtimeMod").GetMethod(type).Invoke(null, new object[] { filename, assetname }); | |
var type="prop"; | |
var filename="snow1"; var assetname="snow1"; | |
Type.GetType("Realtime.RealtimeMod").GetMethod(type).Invoke(null, new object[] { filename, assetname }); |
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// props | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
asset.m_UIPriority = 1; | |
// trees | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as TreeInfo; | |
asset.m_UIPriority = 1; | |
// buildings |
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var shader = Shader.Find("Custom/Buildings/Building/Floating"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; |
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var shader = Shader.Find("Custom/Buildings/Building/Fence"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = true; |
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var shader = Shader.Find("Custom/Buildings/Building/NoBase"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = false; |
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var shader = Shader.Find("Custom/Props/Prop/Default"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = false; |
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var shader = Shader.Find("Custom/Props/Prop/Fence"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = true; |
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// Tree Wind Sway Recalculator | |
// Recalculates vertex colors based on the height. | |
// Allows limiting sway with an adjustable multiplier. | |
var sway = 0.69f; // Sway multiplier 0.0 (none) to 1.0 (max) | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as TreeInfo; | |
Vector3[] vertices = asset.m_mesh.vertices; Color[] colors = new Color[vertices.Length]; | |
for (int i = 0; i < vertices.Length; i++) |
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// Tree Wind Sway Recalculator (Central) | |
// Recalculates vertex colors based on the proximity to center. | |
// Allows limiting sway with an adjustable multiplier. | |
var sway = 0.2f; // Sway multiplier 0.0 (none) to 1.0 (max) | |
var bias = 1.6f; // "Contrast" between center and outer parts, | |
// increasing this will make the middle more static, | |
// and the outside move more. |