在给定贴图区域中分配所有泼溅值。
提供给该函数的数组用于确定 要替换的部分的宽度和高度。数组的第三个维度 对应于泼溅贴图纹理的数量。
// Blend the two terrain textures according to the steepness of
// the slope at each point.
function Start () {
var map: float[,,] = new float[t.terrainData.alphamapWidth, t.terrainData.alphamapHeight, 2];
// For each point on the alphamap...
for (var y = 0; y < t.terrainData.alphamapHeight; y++) {
for (var x = 0; x < t.terrainData.alphamapWidth; x++) {
// Get the normalized terrain coordinate that
// corresponds to the the point.
var normX = x * 1.0 / (t.terrainData.alphamapWidth - 1);
var normY = y * 1.0 / (t.terrainData.alphamapHeight - 1);
// Get the steepness value at the normalized coordinate.
var angle = t.terrainData.GetSteepness(normX, normY);
// Steepness is given as an angle, 0..90 degrees. Divide
// by 90 to get an alpha blending value in the range 0..1.
var frac = angle / 90.0;
map[x, y, 0] = frac;
map[x, y, 1] = 1 - frac;
}
}
t.terrainData.SetAlphamaps(0, 0, map);
}