Property | Type | Description | |
---|---|---|---|
Extension | string |
Method | Description | |
---|---|---|
GenerateToArray ( |
Generates a 2D grid of noise from the given graph. If an error occurred, outputs to the Unity debug console and returns "null".
|
|
GenerateToTexture ( |
Generates a texture containing the given graph's noise output. If this is being called very often, create a permanent render target and material and use the other version of this method instead for much better performance. If an error occurred, outputs to the Unity debug console and returns "null".
|
|
GenerateToTexture ( |
Generates a texture containing the given graph's noise output. If this is being called very often, create a permanent render target and material and use the other version of this method instead for much better performance. If an error occurred, outputs to the Unity debug console and returns "null".
|
|
GetAllGraphsInProject ( string excludeGraph = null, bool makeRelativeToAssets = false ) : List |
Gets the full paths for all graphs in this Unity project.
|
|
SaveShader ( |
Saves the shader for the given graph to the given file with the given name. Also forces Unity to immediately recognize and compile the shader so that it can be immediately used after calling this function. If the shader fails to load for some reason, an error is output to the Unity console and "null" is returned.
|
|
SaveShader ( |
Saves the shader for the given graph to the given file with the given name. Also forces Unity to immediately recognize and compile the shader so that it can be immediately used after calling this function. If the shader fails to load for some reason, an error is output to the Unity console and "null" is returned.
|
public static GenerateToArray ( |
||
g | ||
c | ||
width | int | |
height | int | |
return | ].float[ |
public static GenerateToTexture ( |
||
g | ||
c | ||
width | int | |
height | int | |
gradientRamp | ||
format | TextureFormat | |
return |
public static GenerateToTexture ( |
||
g | ||
c | ||
width | int | |
height | int | |
outputComponents | string | /// The texture output. /// For example, pass "rgb" or "xyz" to output the noise into the red, green, and blue channels /// but not the alpha channel. /// |
defaultColor | float | /// The color (generally 0-1) of the color components which aren't set by the noise. /// |
format | TextureFormat | |
return |
public static GetAllGraphsInProject ( string excludeGraph = null, bool makeRelativeToAssets = false ) : List |
||
excludeGraph | string | |
makeRelativeToAssets | bool | |
return | List |
public static SaveShader ( |
||
g | ||
filePath | string | |
shaderName | string | |
gradientRampName | string | The name of the gradient ramp texture param. |
return |
public static SaveShader ( |
||
g | ||
filePath | string | |
shaderName | string | |
outputComponents | string | /// The texture output. /// For example, pass "rgb" or "xyz" to output the noise into the red, green, and blue channels /// but not the alpha channel. /// |
defaultColor | float | /// The color (generally 0-1) of the color components which aren't set by the noise. /// |
return |