MeshDisplacementInfo

References
Contains mesh displacement information.

Constructors

MeshDisplacementInfo

#Since v6.0
public MeshDisplacementInfo(RenderTexture texture, TextureMapping mapping)
Constructs a displacement information instance with default values. Users of this class should not rely on default values to stay constant across service releases.
texture (RenderTexture)
mapping (TextureMapping)
ArgumentNullExceptionIf texture or mapping is null.

Properties

Black

#Since v6.0
public double Black { get; set; }
Value considered lowest point in the displacement.

BlackMove

#Since v6.0
public double BlackMove { get; set; }
The amount of displacement for the black color in the texture.

ChannelNumber

#Since v6.0
public int ChannelNumber { get; set; }
Mapping channel number for the displacement mapping.

FaceLimit

#Since v6.0
public int FaceLimit { get; set; }
Runs a mesh reduction as a post process o simplify the result of displacement to meet the specified number of faces.

FairingAmount

#Since v6.0
public int FairingAmount { get; set; }
Straightens rough feature edges. The value specifies the number of passes.

InstanceTransform

#Since v6.0
public Transform InstanceTransform { get; set; }
Instance transformation of the mesh.

Mapping

#Since v6.0
public TextureMapping Mapping { get; }
The texture mapping of the mesh.

MappingTransform

#Since v6.0
public Transform MappingTransform { get; set; }
Texture mapping transform.

MemoryLimit

#Since v6.0
public int MemoryLimit { get; set; }
Specifies how much memory can be allocated for use by the displacement mesh. Value in megabytes.

PostWeldAngle

#Since v6.0
public double PostWeldAngle { get; set; }
Specifies the maximum angle between face normals of adjacent faces that will get welded together.

RefineSensitivity

#Since v6.0
public double RefineSensitivity { get; set; }

Specifies how sensitive the divider for contrasts is on the displacement texture.

Specify 1 to split all mesh edges on each refine step.

Specify 0.99 to make even slight contrasts on the displacement texture cause edges to be split.

Specifying 0.01 only splits edges where heavy contrast exists.

RefineStepCount

#Since v6.0
public int RefineStepCount { get; set; }
Specifies the number of refinement passes.

SweepPitch

#Since v6.0
public double SweepPitch { get; set; }
Specifies how densely the object is initially subdivided. The lower the value, the higher the resolution of the displaced mesh.

Texture

#Since v6.0
public RenderTexture Texture { get; }
The texture used as displacement.

White

#Since v6.0
public double White { get; set; }
Value considered highest point of the displacement texture.

WhiteMove

#Since v6.0
public double WhiteMove { get; set; }
The amount of displacement for the white color in the texture.