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Question by svitale · Aug 31, 2018 at 03:40 PM · terrainterraindatasplatmapsplat

Different renders of Terrain Splat Protypes in Real Time

Hi, I have made a little Terrain editor in game, but I have a question about Terrain SplatPrototypes: When I change the AlphaMaps of a Splat texture on terrain with my inGmae editor I have a visible differents of color and opacity of Splat, respect the same change with unity editor. I have used the same SplatPrototype and I have set the opacity at 1 in in-game editor and in unity editor but the difference is very visibile.

For change the AlphaMaps I have used this two line of code

 alphaMaps[localZ, localX, CurrentTerrainDetailTexture] = CurrentTerrainDetailTextureOpacity;
 SceneTerrain.terrainData.SetAlphamaps(0, 0, alphaMaps);

This is the differents between editor and in-game editor results

Editor alt text

InGame alt text

Anyone have an idea of this behaviour?

editor.jpg (371.5 kB)
ingame.jpg (445.1 kB)
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Answer by svitale · Sep 03, 2018 at 10:09 AM

I have found a solution! To have a look similar of the splat prototype like unity editor is necessary to change the opacity of all other Alphamps in this way:

 var alphaMaps = SceneTerrain.terrainData.GetAlphamaps(0, 0, SceneTerrain.terrainData.alphamapWidth, SceneTerrain.terrainData.alphamapHeight);
 alphaMaps[localZ, localX, CurrentTerrainDetailTexture] = CurrentTerrainDetailTextureOpacity;
 //Set opacity value of all other splatPrototypes in the matrix to 0
 for(int i = 0; i < alphaMaps.GetLength(2); i++)
 {
       if(i != CurrentTerrainDetailTexture)
      {
         alphaMaps[localZ, localX, i] = 0;
      }
 }


I hope that this trick can help someone.

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