Builtin Library
README.md
Landscape (procNode)
The last node of a terrain graph: the ground as one element. It is
terrain.landscape under the name a graph ends a landscape with: the raster goes
in, and one point comes out carrying the Terrain component, its terrain a
landscape record holding the heightfield, the control textures, the holes mask,
the water surface and the table of what the surfaces are.
io.output stands the element as an entity with the ground, its water and its
colliders, and io.export saves it with its .terrainData inside the asset it
writes. A terrain among other elements is merged and parented like any element.
Inputs
raster(Raster): the ground.name(String, default"landscape"): the entity's name, the element'sname.height(String, default"height"): the raster layer written as the heightfield.water(String, default"water") andwaterMask(String, default"waterMask"): the raster layers holding the water surface and where it covers.layers(String, default empty): the surfaces, in channel order, as the names of the raster layers holding their coverage, separated by commas:"sand, grass".surfaces(List of records, optional): what each surface inlayersis shaded with,{ name, tint?, albedo?, normal?, mask?, tiling? }, matched to a layer byname.holesandsolid(String, default empty): a mask layer marking where ground is cut out, or where it exists.resolution(Int, default 0): texels across the longer axis; 0 takes one texel per raster cell.layerResolution(Int, default 0): the edge of one layer slice; 0 takes the largest edge any layer map carries.fields(Record, optional): fields of theTerraincomponent beside the ground:material,waterMaterial,collision,collisionResolution,size,origin,heightRange,water.
Output
terrain: one element carryingTerrain, standing as a landscape.