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Assets/Editor/EarthTextureGenerator.cs
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267
Assets/Editor/EarthTextureGenerator.cs
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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public class EarthTextureGenerator : EditorWindow
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{
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public Texture2D sourceTexture;
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public string outputFolder = "Assets/Textures/Earth";
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[MenuItem("Tools/Earth Texture Generator")]
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public static void ShowWindow()
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{
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GetWindow<EarthTextureGenerator>("Earth Texture Generator");
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}
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void OnGUI()
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{
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GUILayout.Label("Ãåíåðàòîð òåêñòóð Çåìë³", EditorStyles.boldLabel);
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sourceTexture = (Texture2D)EditorGUILayout.ObjectField("Òåêñòóðà Çåìë³", sourceTexture, typeof(Texture2D), false);
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outputFolder = EditorGUILayout.TextField("Ïàïêà çáåðåæåííÿ", outputFolder);
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EditorGUILayout.Space(10);
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if (GUILayout.Button("Çãåíåðóâàòè -- Òðîïîñôåðà (âèñèõàííÿ)", GUILayout.Height(35)))
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{
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if (sourceTexture == null) { EditorUtility.DisplayDialog("Ïîìèëêà", "Ïåðåòÿãíè òåêñòóðó!", "OK"); return; }
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GenerateAllTextures("Tropo", GenerateTexture);
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}
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EditorGUILayout.Space(5);
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if (GUILayout.Button("Çãåíåðóâàòè -- Ñòðàòîñôåðà (UV îï³ê)", GUILayout.Height(35)))
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{
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if (sourceTexture == null) { EditorUtility.DisplayDialog("Ïîìèëêà", "Ïåðåòÿãíè òåêñòóðó!", "OK"); return; }
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GenerateAllTextures("Strato", GenerateTextureUV);
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}
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EditorGUILayout.Space(5);
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if (GUILayout.Button("Çãåíåðóâàòè -- Òåðìîñôåðà (ïîëþñè ãîðÿòü)", GUILayout.Height(35)))
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{
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if (sourceTexture == null) { EditorUtility.DisplayDialog("Ïîìèëêà", "Ïåðåòÿãíè òåêñòóðó!", "OK"); return; }
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GenerateAllTextures("Thermo", GenerateTextureThermo);
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}
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}
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Texture2D GenerateTextureThermo(Texture2D source, float alive)
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{
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int width = source.width;
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int height = source.height;
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Texture2D result = new Texture2D(width, height, TextureFormat.RGB24, false);
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Color[] pixels = source.GetPixels();
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Color[] output = new Color[pixels.Length];
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Color poleGlow = new Color(0.9f, 0.5f, 0.1f);
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Color poleBurn = new Color(0.8f, 0.2f, 0.05f);
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Color poleFinal = new Color(0.6f, 0.15f, 0.05f);
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for (int p = 0; p < pixels.Length; p++)
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{
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int x = p % width;
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int y = p / width;
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float v = (float)y / height;
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float poleStrength = Mathf.Clamp01((Mathf.Abs(v - 0.5f) * 2f - 0.5f) * 2f);
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Color col = pixels[p];
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Color result_col = col;
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if (alive < 1.0f)
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{
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float t = Mathf.Clamp01((1.0f - alive) / 0.3f);
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result_col = Color.Lerp(result_col, poleGlow, poleStrength * t * 0.5f);
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}
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if (alive < 0.7f)
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{
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float t = Mathf.Clamp01((0.7f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, poleGlow, poleStrength * t);
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}
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if (alive < 0.5f)
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{
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float t = Mathf.Clamp01((0.5f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, poleBurn, poleStrength * t);
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}
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if (alive < 0.3f)
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{
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float t = Mathf.Clamp01((0.3f - alive) / 0.3f);
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result_col = Color.Lerp(result_col, poleFinal, poleStrength * t);
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}
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output[p] = result_col;
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}
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result.SetPixels(output);
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result.Apply();
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return result;
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}
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void GenerateAllTextures(string prefix, System.Func<Texture2D, float, Texture2D> generator)
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{
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if (!Directory.Exists(outputFolder))
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Directory.CreateDirectory(outputFolder);
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MakeTextureReadable(sourceTexture);
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float[] levels = { 1.0f, 0.7f, 0.5f, 0.3f, 0.0f };
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string[] names = { "100", "70", "50", "30", "0" };
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for (int i = 0; i < levels.Length; i++)
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{
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EditorUtility.DisplayProgressBar("Ãåíåðàö³ÿ", prefix + "_" + names[i], (float)i / levels.Length);
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Texture2D result = generator(sourceTexture, levels[i]);
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SaveTexture(result, outputFolder + "/" + prefix + "_" + names[i] + ".png");
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}
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EditorUtility.ClearProgressBar();
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AssetDatabase.Refresh();
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EditorUtility.DisplayDialog("Ãîòîâî!", "Òåêñòóðè çáåðåæåíî â " + outputFolder, "OK");
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}
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Texture2D GenerateTexture(Texture2D source, float alive)
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{
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int width = source.width;
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int height = source.height;
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Texture2D result = new Texture2D(width, height, TextureFormat.RGB24, false);
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Color[] pixels = source.GetPixels();
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Color[] output = new Color[pixels.Length];
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Color greenYellow = new Color(0.68f, 0.60f, 0.12f);
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Color greenDead = new Color(0.45f, 0.35f, 0.18f);
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Color oceanLight = new Color(0.82f, 0.92f, 0.94f);
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Color oceanBoiling = new Color(0.94f, 0.96f, 0.97f);
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Color oceanGone = new Color(0.55f, 0.48f, 0.35f);
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Color landDead = new Color(0.52f, 0.42f, 0.28f);
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Color finalDead = new Color(0.38f, 0.30f, 0.20f);
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for (int p = 0; p < pixels.Length; p++)
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{
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Color col = pixels[p];
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float isOcean = Mathf.Clamp01(col.b - col.r * 0.5f - col.g * 0.3f);
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float isGreen = Mathf.Clamp01((col.g - col.r * 0.5f - col.b * 0.4f) * 2f);
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float isForest = Mathf.Clamp01((col.g - col.r * 0.6f - col.b * 0.5f) * 3f);
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float isLand = Mathf.Clamp01(1f - isOcean);
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Color result_col = col;
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if (alive < 1.0f)
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{
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float t = Mathf.Clamp01((1.0f - alive) / 0.3f);
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result_col = Color.Lerp(result_col, greenYellow, isGreen * t);
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}
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if (alive < 0.7f)
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{
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float t = Mathf.Clamp01((0.7f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, greenDead, (isGreen + isForest) * 0.5f * t);
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result_col = Color.Lerp(result_col, oceanLight, isOcean * t * 0.5f);
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}
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if (alive < 0.5f)
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{
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float t = Mathf.Clamp01((0.5f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, oceanBoiling, isOcean * t);
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}
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if (alive < 0.3f)
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{
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float t = Mathf.Clamp01((0.3f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, oceanGone, isOcean * t);
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result_col = Color.Lerp(result_col, landDead, isLand * t * 0.4f);
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}
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if (alive < 0.1f)
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{
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float t = Mathf.Clamp01((0.1f - alive) / 0.1f);
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result_col = Color.Lerp(result_col, finalDead, t);
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}
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output[p] = result_col;
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}
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result.SetPixels(output);
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result.Apply();
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return result;
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}
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Texture2D GenerateTextureUV(Texture2D source, float alive)
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{
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int width = source.width;
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int height = source.height;
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Texture2D result = new Texture2D(width, height, TextureFormat.RGB24, false);
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Color[] pixels = source.GetPixels();
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Color[] output = new Color[pixels.Length];
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Color burnYellow = new Color(0.80f, 0.70f, 0.05f);
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Color burnOrange = new Color(0.70f, 0.40f, 0.05f);
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Color burnBrown = new Color(0.50f, 0.28f, 0.05f);
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Color oceanGray = new Color(0.45f, 0.45f, 0.45f);
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Color finalAsh = new Color(0.35f, 0.30f, 0.25f);
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for (int p = 0; p < pixels.Length; p++)
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{
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Color col = pixels[p];
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float isOcean = Mathf.Clamp01(col.b - col.r * 0.5f - col.g * 0.3f);
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float isGreen = Mathf.Clamp01((col.g - col.r * 0.5f - col.b * 0.4f) * 2f);
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float isForest = Mathf.Clamp01((col.g - col.r * 0.6f - col.b * 0.5f) * 3f);
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float isLand = Mathf.Clamp01(1f - isOcean);
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Color result_col = col;
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if (alive < 1.0f)
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{
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float t = Mathf.Clamp01((1.0f - alive) / 0.3f);
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result_col = Color.Lerp(result_col, burnYellow, isGreen * t * 0.7f);
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}
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if (alive < 0.7f)
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{
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float t = Mathf.Clamp01((0.7f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, burnOrange, (isGreen + isForest) * 0.5f * t);
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}
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if (alive < 0.5f)
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{
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float t = Mathf.Clamp01((0.5f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, burnBrown, isLand * t * 0.8f);
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result_col = Color.Lerp(result_col, oceanGray, isOcean * t);
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}
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if (alive < 0.3f)
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{
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float t = Mathf.Clamp01((0.3f - alive) / 0.3f);
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result_col = Color.Lerp(result_col, finalAsh, t);
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}
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output[p] = result_col;
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}
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result.SetPixels(output);
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result.Apply();
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return result;
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}
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void SaveTexture(Texture2D tex, string path)
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{
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byte[] bytes = tex.EncodeToPNG();
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File.WriteAllBytes(path, bytes);
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}
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void MakeTextureReadable(Texture2D tex)
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{
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string path = AssetDatabase.GetAssetPath(tex);
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TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
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if (importer != null && !importer.isReadable)
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{
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importer.isReadable = true;
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importer.SaveAndReimport();
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}
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}
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}
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