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747 lines
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C#

4 years ago
#define GAIA_PRESENT
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Gaia
{
public static class GaiaConstants
{
/// <summary>
/// Where scanned assets will be loaded from and saved to
/// </summary>
//public static readonly string AssetDir = "Gaia/Stamps";
//public static readonly string AssetDirFromAssetDB = "Assets/Gaia/Stamps";
public const string builtInKeyWord = "SP";
public const string lightweightKeyWord = "LW";
public const string universalKeyWord = "UP";
public const string highDefinitionKeyWord = "HD";
/// <summary>
/// Screenshot resolutions
/// </summary>
public enum ScreenshotResolution { Resolution640X480, Resolution800X600, Resolution1280X720, Resolution1366X768, Resolution1600X900, Resolution1920X1080, Resolution2560X1440, Resolution3840X2160, Resolution7680X4320, Custom }
/// <summary>
/// Defines the type of lighting is suppose to be
/// </summary>
public enum GaiaLightingProfileType { Procedural, HDRI, ProceduralWorldsSky }
/// <summary>
/// The supported Anti aliasing modes
/// </summary>
public enum GaiaProAntiAliasingMode { None, FXAA, MSAA, SMAA, TAA }
/// <summary>
/// The two different workflow types when initially creating a new scene
/// </summary>
public enum TerrainCreationWorkflow { ManualWithStamper, WorldDesigner }
/// <summary>
/// The water mesh quality
/// </summary>
public enum WaterMeshQuality { VeryLow, Low, Medium, High, VeryHigh, Ultra, Cinematic, Custom }
/// <summary>
/// Used for detail patch resolution in the terrain detail overwrite system
/// </summary>
public enum TerrainDetailQuality { VeryLow64, Low32, Medium16, High8, VeryHigh4, Ultra2 }
public enum ContactShadowsQuality { Low, Medium, High, Ultra, Custom }
public enum HDSkyType { Gradient, HDRI, Procedural }
public enum HDAmbientMode { Static, Dynamic }
public enum HDFogType { None, Exponential, Linear, Volumetric }
public enum HDFogType2019_3 { None, Volumetric }
public enum HDSkyUpdateMode { OnChanged, OnDemand, Realtime }
public enum HDIntensityMode { Exposure, Multiplier }
public enum HDShadowResolution { Resolution256, Resolution512, Resolution1024, Resolution2048, Resolution4096, Resolution8192 }
/// <summary>
/// Sets the supported water resolution
/// </summary>
public enum GaiaProWaterReflectionsQuality { Resolution8, Resolution16, Resolution32, Resolution64, Resolution128, Resolution256, Resolution512, Resolution1024, Resolution2048, Resolution4096, Resolution8192 }
/// <summary>
/// Defines what type of water is suppose to be
/// </summary>
public enum GaiaWaterProfileType { DeepBlueOcean, ClearBlueOcean, StandardLake, StandardClearLake, None }
/// <summary>
/// Sets the wind type on how strong it is rendered in the scene
/// </summary>
public enum GaiaWindType { Calm, Moderate, Strong, None }
/// <summary>
/// Sets the thunder storm type and how it behaves
/// </summary>
public enum ThunderStormType { Light, Moderate, Continuous }
public enum GaiaGlobalWindType { Calm, Moderate, Strong, None, Custom }
public enum WindSetupType { VertexAnimated, VertexPainted }
public enum MeshType { Plane, Circle, Custom };
public enum PositionType { Absolute, Relative }
/// <summary>
/// Byte orders the scanner uses to load raw files.
/// </summary>
public enum RawByteOrder { IBM, Macintosh }
/// <summary>
/// Bit depths the scanner uses to load raw files.
/// </summary>
public enum RawBitDepth { Sixteen, Eight }
/// <summary>
/// The type of thing we are targeting
/// </summary>
public enum EnvironmentTarget { UltraLight, MobileAndVR, Desktop, PowerfulDesktop, Custom }
/// <summary>
/// The type of thing we are targeting
/// </summary>
public enum EnvironmentRenderer
{
BuiltIn = 0,
Lightweight = 1,
Universal = 2,
HighDefinition = 3
}
/// <summary>
/// Preset Environment Sizes
/// </summary>
public enum EnvironmentSizePreset {Micro, Tiny, Small, Medium, Large, Custom }
/// <summary>
/// The size of the environment we are targeting
/// </summary>
public enum EnvironmentSize {Is128MetersSq, Is256MetersSq, Is512MetersSq, Is1024MetersSq, Is2048MetersSq, Is4096MetersSq, Is8192MetersSq, Is16384MetersSq }
/// <summary>
/// The heightmap resolution per terrain chunk
/// </summary>
public enum HeightmapResolution { _33 = 33, _65 = 65, _129 = 129, _257 = 257, _513 = 513, _1025 = 1025, _2049 = 2049, _4097 = 4097 }
/// <summary>
/// The texture resolution per terrain chunk (This enum is used both for control and base texture since they allow the same values)
/// </summary>
public enum TerrainTextureResolution { _16 = 16, _32 = 32, _64 = 64, _128 = 128, _256 = 256, _512 = 512, _1024 = 1024, _2048 = 2048, _4096 = 4096 }
/// <summary>
/// The different Ambient Skies samples
/// </summary>
public enum Skies { Day, Morning, Evening, Night, None }
/// <summary>
/// Sets the baked lighting mode to be realtime or baked
/// </summary>
public enum BakeMode { Baked, Realtime, Both }
/// <summary>
/// The different Ambient Water samples
/// </summary>
public enum Water { DeepBlue, ClearBlue, ToxicGreen, Cyan, None }
public enum PW_RENDER_SIZE
{
FULL = -1,
HALF = -2,
QUARTER = -3
};
/// <summary>
/// The different modes for Creating Post Processing Volumes when spawning - does the user want to create a new one for each spawn
// or do they want the existing one replaced
/// </summary>
public enum BiomePostProcessingVolumeSpawnMode { Add, Replace }
/// <summary>
/// The different Post FX settings
/// </summary>
public enum PostFX { Day, Morning, Evening, Night, None }
/// <summary>
/// Used to set the starting time of day mode
/// </summary>
public enum TimeOfDayStartingMode { Morning, Day, Evening, Night }
///// <summary>
///// The Material pass selected for the stamping operation
///// </summary>
//public enum MaterialPass
//{
// RaiseHeight = 0,
// LowerHeight = 1,
// BlendHeight = 2,
// StencilHeight = 3,
// DifferenceHeight = 4
//}
/// <summary>
/// Control type - from std assets
/// </summary>
public enum EnvironmentControllerType { FirstPerson, FlyingCamera, ThirdPerson, Car, XRController, Custom, None }
/// <summary>
/// Operational mode of the manager
/// </summary>
public enum ManagerEditorMode { Standard, Advanced, Extensions, ShowMore }
/// <summary>
/// Operational mode of the manager
/// </summary>
public enum ManagerEditorNewsMode { MoreOnGaia, MoreOnProceduralWorlds }
/// <summary>
/// Operational mode of the spawner component
/// </summary>
public enum OperationMode { DesignTime, RuntimeInterval, RuntimeTriggeredInterval }
public enum DOFTrackingType { FixedOffset, LeftMouseClick, RightMouseClick, FollowScreen, FollowTarget }
/// <summary>
/// Type of terrain operation
/// </summary>
public enum TerrainOperationType { AddToTerrain, ApplyMaskToSplatmap, ContrastFilter, GrowFeaturesFilter, DeNoiseFilter, HydraulicFilter, MultiplyTerrain, PowerOfFilter, QuantizeFilter, QuantizeCurvesFilter, SetTerrainToHeight, ShrinkFeaturesFilter, SubtractFromTerrain, ThermalFilter, ExportAspectMap, ExportBaseMap, ExportCurvatureMap, ExportFlowMap, ExportHeightMap, ExportNoiseMap, ExportNormalMap, ExportMasks, ExportSlopeMap }
/// <summary>
/// Type of mask merge operation
/// </summary>
public enum MaskMergeType { AssignMask2IfGreaterThan, AssignMask2IfLessThan, AddMask2, MultiplyByMask2, SubtractMask2 }
/// <summary>
/// Type of rain map
/// </summary>
public enum ErosionRainType { Constant, ErodePeaks, ErodeValleys, ErodeSlopes }
/// <summary>
/// Type of curvature to calculate
/// </summary>
public enum CurvatureType { Average, Horizontal, Vertical }
/// <summary>
/// Type of aspect to calculate
/// </summary>
public enum AspectType { Aspect, Northerness, Easterness }
/// <summary>
/// Type of noise being generated
/// </summary>
public enum NoiseType { None, Perlin, Billow, Ridged }
/// <summary>
/// The fitness filter mode to apply when a texture is used to filter on fitness
/// </summary>
public enum ImageFitnessFilterMode { None, ImageGreyScale, ImageRedChannel, ImageGreenChannel, ImageBlueChannel, ImageAlphaChannel, TerrainTexture0, TerrainTexture1, TerrainTexture2, TerrainTexture3, TerrainTexture4, TerrainTexture5, TerrainTexture6, TerrainTexture7, PerlinNoise, BillowNoise, RidgedNoise }
/// <summary>
/// Classification of feature types - also used to load and save features
/// </summary>
public enum FeatureType { Hills, Islands, Mesas, Mountains, Plains, Rivers, Valleys};
/// <summary>
/// Types of borders to put on generated terrain
/// </summary>
public enum GeneratorBorderStyle { None, Mountains, Water }
/// <summary>
/// Different operation modes for the spawner - depending on what the spawner is doing, it will create different paint contexts for textures, heightmaps, etc.
/// </summary>
public enum SpawnerApplyBrushMode { Preview, Texture, TerrainDetail,
TerrainTree,
JustCacheContext
}
/// <summary>
/// Obscure preset color, used as a flag to detect that the user has never set a custom color for themselves
/// </summary>
public static readonly Color spawnerInitColor = new Color(1f, 0.9849656f, 0.7688679f, 0f);
public static readonly string HDRPPWSkyExperimental = "Procedural Worlds Sky is in preview in HDRP, more features and improvements will be added in future updates.";
/// <summary>
///
/// </summary>
public static readonly string defaultSceneCullingProfile = "Gaia Default Scene Culling Profile.asset";
public static readonly string HDRPEnvironmentObject = "HD Environment Volume";
/// <summary>
/// Determines whether the spawns should replace the exisiting instances, added to existing, or remove existing instances.
/// </summary>
public enum SpawnMode { Replace, Add, Remove };
public enum HDRPDepthTest { Disabled, Never, Less, Equal, LessEqual, Greater, NotEqual, GreaterEqual, Always }
/// <summary>
/// The type of feature operation that will be used on the terrain by the stamper
/// AddHeight - Will add height is stamped object exceeds height at that location
/// RemoveHeight - Will remove height if the terrain is higher than stamp at that location
/// Blend Height - Will blend the height difference from the existing terrain towards the stamp
/// Set Height - Will set the terrain height at the given position 1:1 as it is in the stamp, no ifs and buts
/// Add Height - Will add the stamp height on top of the existing terrain features
/// Subtract Height - Will remove the stamp height from the existing terrain features
/// Contrast - Will bring scale up height differences in the terrain to bring out details
/// Hydraulic Erosion - Will simulate removing sediment from the terrain caused by rainfall over time
/// </summary>
public enum FeatureOperation { RaiseHeight=0, LowerHeight=1, BlendHeight=2, SetHeight=3, AddHeight=4, SubtractHeight=5, HeightTransform = 10, PowerOf = 11, Smooth = 12, Contrast =6, SharpenRidges=7, Terrace=8, HydraulicErosion=9, MixHeight=13 };
/// <summary>
/// The official UI names for the different Feature Operations, and their enum value in the dropdown menu. This dictionary can be used to display a multilevel popup in the UI and stil get the enum operation value regardless of order in the UI
/// </summary>
public static Dictionary<string, int> FeatureOperationNames = new Dictionary<string, int>()
{
{"Stamping/Raise Height", 0 },
{"Stamping/Lower Height", 1 },
{"Stamping/Blend Height", 2 },
{"Stamping/Mix Height", 13 },
{"Stamping/Set Height", 3 },
{"Stamping/Add Height", 4 },
{"Stamping/Subtract Height", 5 },
{"Effects/HeightTransform", 10},
{"Effects/PowerOf", 11 },
{"Effects/Smooth", 12 },
{"Effects/PRO Contrast", 6 },
{"Effects/PRO Sharpen Ridges", 7 },
{"Effects/PRO Terraces", 8 },
{"Erosion/PRO HydraulicErosion", 9 }
};
/// <summary>
/// A subset of the full Stamper Feature operations. Used in the Terrain Generator to allow the user only to select stamping operations
/// </summary>
public enum TerrainGeneratorFeatureOperation { RaiseHeight = FeatureOperation.RaiseHeight,
LowerHeight = FeatureOperation.LowerHeight,
BlendHeight = FeatureOperation.BlendHeight,
MixHeight = FeatureOperation.MixHeight,
SetHeight = FeatureOperation.SetHeight,
AddHeight = FeatureOperation.AddHeight,
SubtractHeight = FeatureOperation.SubtractHeight
}
/// <summary>
/// The official UI names for the different Feature Operations, and their position in the dropdown menu. The order of this List must match with the order
/// of the enum "FeatureOperation"
/// </summary>
public static string[] TerrainGeneratorFeatureOperationNames = { "Stamping/Raise Height",
"Stamping/Lower Height",
"Stamping/Blend Height",
"Stamping/Mix Height",
"Stamping/Set Height",
"Stamping/Add Height",
"Stamping/Subtract Height" };
/// <summary>
/// Defines which water visualisation we want to display - the real, actual water (if available), the simple blue plane or none.
/// </summary>
public enum PreferredWaterVisualisation { ActualWater, Plane, None}
/// <summary>
/// Defines what the distance and area mask in the stamper can influence : Either the mask is applied to the stamp result as a whole,
/// or the mask is applied only to the stamp itself.
/// </summary>
public enum MaskInfluence { OnlyStampItself, TotalSpawnResult }
public enum ImageMaskFilterMode {Brightness, PROColorSelection, RedColorChannel, GreenColorChannel, BlueColorChannel, AlphaChannel }
/// <summary>
/// The different output types for the erosion image mask
/// </summary>
public enum ErosionMaskOutput { Sediment, WaterVelocity, WaterFlux }
/// <summary>
/// The area of effect for autospawners - local = only in tool range, world = perform worldspawn
/// </summary>
public enum AutoSpawnerArea { Local, World }
/// <summary>
/// The shape of the spawner
/// </summary>
public enum SpawnerShape { Box, Sphere }
/// <summary>
/// Enum for render update on water
/// </summary>
public enum RenderUpdateMode
{
OnEnable, Update, Interval, OnRender
};
public enum GlobalSystemMode { Gaia, ThirdParty, None }
public enum ReflectionProbeResolution { Resolution16, Resolution32, Resolution64, Resolution128, Resolution256, Resolution512, Resolution1024, Resolution2048 }
public enum ReflectionProbeRefreshModePW { OnAwake, EveryFrame, ViaScripting, ProbeManager }
public enum ResolutionMulltiplier
{
Full,
Half,
Third,
Quarter
}
/// <summary>
/// The algorithm used to choose spawn locations
/// RandomLocation - A random location will be chosen
/// RandomLocationSeeded - A random start location will be chose, the next location will be based in seed throw radius
/// EveryLocation - Every location in the spawner area will be checked
/// EveryLocationJittered - Every location in the spawner area will be checked, and jitter added to break up the lines
/// </summary>
public enum SpawnerLocation { RandomLocation, RandomLocationClustered, EveryLocation, EveryLocationJittered }
/// <summary>
/// The algorithm used at spawn locations to determine suitability
/// PointCheck - Just that location is checked
/// BoundedAreaCheck - The entire area is checked - slower but good for large object placement
/// </summary>
public enum SpawnerLocationCheckType { PointCheck, BoundedAreaCheck }
/// <summary>
/// The algorithm which defines which rule will be selected in spawn location. Regardless of whether
/// selected or not, the rule will still only run if it exceeds its minimum fitness settings, and
/// didnt randomly fail (failure rate).
/// All - All rules will be run at this location
/// Fittest - Only the fittest rule will be run at this location
/// WeightedFittest - The fittest rule will most likely run, then the next fittest, distributed by relative fitness
/// Random - A random rule will be chosen and evaluated to run
/// </summary>
public enum SpawnerRuleSelector { All, Fittest, WeightedFittest, Random }
/// <summary>
/// The type of resource that the spawner will use in a spawn rule. Make sure to keep IDs consistent when adding new resource types
/// </summary>
public enum SpawnerResourceType { TerrainTexture=0, TerrainDetail=1, TerrainModifierStamp=8, TerrainTree=2, GameObject=3, SpawnExtension=4, Probe=7,
StampDistribution=5, WorldBiomeMask=6
}
/// <summary>
/// The type of resource that is available for the user to select in a regular spawner
/// </summary>
public enum RegularSpawnerResourceType
{
TerrainTexture=0, TerrainDetail=1, TerrainModifierStamp = 8, TerrainTree =2, GameObject=3, SpawnExtension=4, Probe=7,
}
/// <summary>
/// A subset of the spawner resource types that can be imported from the terrain
/// </summary>
public enum ImportableResourceType { TerrainTexture=0,TerrainDetail=1,TerrainTree=2 }
/// <summary>
/// A subset of the spawner resource types that can be dropped on the spawner to create new rules
/// </summary>
public enum DroppableResourceType { TerrainTexture = 0, TerrainDetail = 1, TerrainTree = 2, GameObject = 3 }
/// <summary>
/// Defines whether resources from the terrain should be added as new spawn rules, or should replace the existing rules.
/// </summary>
public enum ImportableResourceMode { AddRules, ReplaceRules}
/// <summary>
/// Used by system determine what constitutes a valid virgin terrain height check threshold
/// </summary>
public static float VirginTerrainCheckThreshold = 0.01f;
/// <summary>
/// Determines how many textures can be previewed at the same time in the spawner
/// </summary>
public static int maxPreviewedTextures = 5;
/// <summary>
/// Controls if the spawner should place spawned game objects parented to each terrain, or to a single transform in the scene only.
/// </summary>
public enum SpawnerTargetMode
{
Terrain, SingleTransform
}
/// <summary>
/// Name of the standard GameObject spawn transform under which new game objects will be created from the spawner
/// </summary>
public static string defaultGOSpawnTarget = "Gaia Game Object Spawns";
/// <summary>
/// Name of the Game Object that holds all designe time tools
/// </summary>
public static string gaiaToolsObject = "Gaia Tools";
/// <summary>
/// Name of the Game Object that holds runtime objects such as water and lighting etc.
/// </summary>
public static string gaiaRuntimeObject = "Gaia Runtime";
/// <summary>
/// Name of the Game Object that holds gaia stopwatch data
/// </summary>
public static string gaiaStopWatchDataObject = "Gaia Stopwatch";
/// <summary>
/// Name of the Game Object that holds the gaia terrains if created in a single scene.
/// </summary>
public static string gaiaTerrainObjects = "Gaia Terrains";
/// <summary>
/// Name of the Game Object that holds the gaia terrain exports from the Terrain Exporter
/// </summary>
public static string gaiaTerrainExportObjects = "Gaia Terrain Exports";
/// <summary>
/// Name of the Game Object that controls the loading of terrains on demand.
/// </summary>
public static string gaiaTerrainLoaderManagerObjects = "Terrain Loader Manager";
/// <summary>
/// Name of the Game Object that holds all player related stuff.
/// </summary>
public static string gaiaPlayerObject = "Gaia Player";
/// <summary>
/// Name of the Game Object that holds temporary sessio.
/// </summary>
public static string gaiaTempSessionToolsObject = "Temp Session Tools";
/// <summary>
/// Name of the Game Object that holds the Gaia Water.
/// </summary>
public static string gaiaWaterObject = "Gaia Water";
/// <summary>
/// Name of the Game Object that holds the Gaia Water.
/// </summary>
public static string gaiaLightingObject = "Gaia Lighting";
/// <summary>
/// Name of the Game Object that holds the Gaia Audio.
/// </summary>
public static string gaiaAudioObject = "Gaia Audio";
/// <summary>
/// Name of the World Map Game Object
/// </summary>
public static string worldDesignerObject = "World Designer";
/// <summary>
/// Name of the World Map Game Object
/// </summary>
public static string floraGlobalManagerObject = "Flora Global Manager";
/// <summary>
/// Name of the World Map Random Generator Object
/// </summary>
public static string worldGenerator = "World Generator";
/// <summary>
/// Name of the World Biome Masks Object
/// </summary>
public static string worldBiomeMasks = "World Biome Masks";
/// <summary>
/// Name of the World Map Stamper Object
/// </summary>
public static string worldMapStamper = "World Map Stamper";
/// <summary>
/// Name of the World Map Temporary Tools Object
/// </summary>
public static string worldTempTools = "World Map Temp Tools";
/// <summary>
/// Name of the Stamper that will display the preview on the local map
/// </summary>
public static string worldMapLocalStamper = "Local Map Stamp Preview";
/// <summary>
/// Name of the Stamper that will display the preview on the world map
/// </summary>
public static string worldMapWorldStamper = "World Map Stamp Preview";
/// <summary>
/// Prefix for the World Map Terrain Object
/// </summary>
public static string worldMapTerrainPrefix = "World Map";
/// <summary>
/// Name of the Container object that contains the stamp tokens on the world map.
/// </summary>
public static string worldMapStampTokenSpawnTarget = "Stamp Token";
/// <summary>
/// Name of the Water Surface Game Object for the Gaia Water.
/// </summary>
public static string waterSurfaceObject = "Water Surface";
public static string gaiaUnderwaterMaterial = "Gaia Ocean Underwater";
public static string GaiaThunderObjectName = "Gaia Thunder";
public static string GaiaThunderPrefabName = "Gaia Thunder.prefab";
/// <summary>
/// Name of the Stamper Game Object.
/// </summary>
public static string StamperObject = "Stamper";
/// <summary>
/// Name of the Gaia Weather Game Object.
/// </summary>
public static string gaiaWeatherObject = "Gaia Weather";
public static string gaiaPlanarReflections = "Gaia Planar Reflections";
public static string gaiaHDRPPlanarReflections = "Gaia HDRP Planar Reflections";
public static string gaiaPlanarReflectionsCamera = "Gaia Planar Reflections Camera";
public static string gaiaFileFormatAsset = ".asset";
/// <summary>
/// Name of the Maintenance Token object that triggers a maintenance run if present in the Data directory
/// </summary>
public static string maintenanceTokenFilename = "MaintenanceToken.dat";
/// <summary>
/// Name of the FlyCam Player
/// </summary>
public static string playerFlyCamName = "FlyCam";
/// <summary>
/// Name of the First Person Player
/// </summary>
public static string playerFirstPersonName = "FPSController";
/// <summary>
/// Name of the XRPlayer
/// </summary>
public static string playerXRName = "XRController";
/// <summary>
/// Name of the car controller
/// </summary>
public static string m_carPlayerPrefabName = "Gaia Car";
/// <summary>
/// Name of the Third Person Player
/// </summary>
public static string playerThirdPersonName = "ThirdPersonController";
public static string underwaterTransitionObjectName = "Underwater Transition Post Processing";
public static string underwaterPostProcessingName = "Underwater Post Processing";
public static string underwaterHorizonName = "Underwater Horizon";
public static string underwaterEffectsName = "Underwater Effects";
public static string lightingSettingsName = "Gaia Lighting Settings.asset";
public static string newSpawnRuleName = "New Spawn Rule";
public static string SourceTerrainBackupObject = "Source Terrain Backup";
/// <summary>
/// Name of the Label used to identify all the spawners that should appear in the Gaia Manager
/// </summary>
public static string gaiaManagerSpawnerLabel = "GaiaManagerSpawner";
/// <summary>
/// Name of the loading screen prefab object
/// </summary>
public static string loadingScreenName = "Gaia Loading Screen";
/// <summary>
/// The minimum possible location increment in Spawn Rules
/// </summary>
public static float minlocationIncrement = 0.01f;
/// <summary>
/// File type to use when saving images
/// </summary>
public enum ImageFileType { Exr, Jpg, Png, Tga }
public enum ProceduralSkySunTypes { None, Simple, HighQuality }
public enum CloudRenderQueue { Background1000, Geometry2000, AlphaTest2450, Transparent3000 }
public enum WaterAutoUpdateMode { Interval, SceneConditions }
/// <summary>
/// Image formatting defaults
/// </summary>
public const TextureFormat defaultTextureFormat = TextureFormat.RGBA32;
public const TextureFormat fmtHmTextureFormat = TextureFormat.RGBA32;
public const TextureFormat fmtRGBA32 = TextureFormat.RGBA32;
/// <summary>
/// Storage formats
/// </summary>
public enum StorageFormat { PNG, JPG }
public const StorageFormat defaultImageStorageFormat = StorageFormat.PNG;
/// <summary>
/// Image channels
/// </summary>
public enum ImageChannel { R, G, B, A }
public const ImageChannel defaultImageStorageChannel = ImageChannel.R;
public static TextureFormat[] Valid16BitFormats = new TextureFormat[10] {TextureFormat.ARGB4444, TextureFormat.R16, TextureFormat.RFloat, TextureFormat.RGB565, TextureFormat.RGBA4444, TextureFormat.RGBAFloat, TextureFormat.RGBAHalf, TextureFormat.RGFloat, TextureFormat.RGHalf, TextureFormat.RHalf };
/// <summary>
/// URL for Gaia News messages
/// </summary>
public static string GaiaNewsURL = "https://www.procedural-worlds.com/unity-asset-news/gaia/";
/// <summary>
/// URL for Gaia Pro News messages
/// </summary>
public static string GaiaProNewsURL = "https://www.procedural-worlds.com/unity-asset-news/gaia-pro/";
/// <summary>
/// Prefix for LOD'ed Mesh Terrains created by the terrain exporter
/// </summary>
public static string MeshTerrainLODGroupPrefix = "LODMesh";
/// <summary>
/// Official Name for a Mesh terrain - used on the Game Object, scene paths, etc.
/// </summary>
public static string MeshTerrainName = "Mesh Terrains";
/// <summary>
/// Official Name for the impostor terrain - used on the Game Object, scene paths, etc.
/// </summary>
public static string ImpostorTerrainName = "Impostor";
/// <summary>
/// Name for the directional light game object used in orthographic bakes
/// </summary>
public static string BakeDirectionalLight = "OrthoBakeLight";
/// <summary>
/// Name for the Gaia Screenshotter object
/// </summary>
public static string gaiaScreenshotter = "Screen Shotter";
/// <summary>
/// Name for the Game Object to collect the trees converted into Game Objects under
/// </summary>
public static string gameObjectTreeContainer = "Converted Trees";
/// <summary>
/// HTML Color string for the highlighting of loader settings in the Gaia Tools. Used when selecting a loader from the Terrain Loader Manager
/// to highlight where the loading specific settings are on the tool in question.
/// </summary>
public static string TerrainLoadingSettingsHighlightColor = "ffa100cc";
}
}