class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource FoliageData
IDisposable Resource to define foliage data
public String layerName<>():String public
public bool enabled<>():bool public
public bool updateSettings<>():bool public
public FoliageQualitySettings[] qualitySettings<>():FoliageQualitySettings[] public
public float cellSize<>():float public
public float visibilityRange<>():float public
public float visibilityFadeRelative<>():float public
public float visibilityFadeAbsolute<>():float public
public float visibilityFadeHidingOffset<>():float public
public FoliageSource source<>():FoliageSource public
public FoliageMaterialOverride materialOverride<>():FoliageMaterialOverride public
public FoliagePriority renderPriority<>():FoliagePriority public
Render priority, only for transparent objects
public bool shadows<>():bool public
public bool sort<>():bool public
public SubFoliageData[] subLayers<>():SubFoliageData[] public
public Vector3 positionVarianceAbsoluteOffset<>():Vector3 public
public Vector3 positionVarianceCellSizeRelativeOffset<>():Vector3 public
public Vector3 positionOffset<>():Vector3 public
public float positionVarianceScale<>():float public
public Vector2 positionVarianceOffset<>():Vector2 public
public Vector3 rotationMin<>():Vector3 public
public Vector3 rotationMax<>():Vector3 public
public float rotationVarianceScale<>():float public
public Vector2 rotationVarianceOffset<>():Vector2 public
public float uniScaleMin<>():float public
public float uniScaleMax<>():float public
public float uniScaleVarianceContrastScale<>():float public
public float uniScaleVarianceContrastCenter<>():float public
public Vector2 uniScaleVarianceOffset<>():Vector2 public
public Vector3 scaleVarianceMinScale<>():Vector3 public
public Vector3 scaleVarianceMaxScale<>():Vector3 public
public float scaleVarianceScale<>():float public
public Vector2 scaleVarianceOffset<>():Vector2 public
public float occupancyVarianceAmount<>():float public
public float occupancyVariancePower<>():float public
public float occupancyTreshold<>():float public
public float occupancyHideOffset<>():float public
public float occupancyHideScale<>():float public
public float occupancyVarianceScale<>():float public
public Vector2 occupancyVarianceOffset<>():Vector2 public
public bool collidersEnabled<>():bool public
public int numMaxColliders<>():int public
public Shape3D colliderShape<>():Shape3D public
public Vector3 colliderOffset<>():Vector3 public
public float colliderCellSize<>():float public
public float colliderScaleOffset<>():float public
public bool updateCollidersAlways<>():bool public
public FoliageData FoliageData<>():FoliageData public
public float GetCellSize<>( int subLayerIndex=, subLayerIndex:int=, ):float public
public float GetVisibilityRange<>( int subLayerIndex=, subLayerIndex:int=, ):float public
public float GetVisibilityFadeRelative<>( int subLayerIndex=, subLayerIndex:int=, ):float public
public float GetVisibilityFadeAbsolute<>( int subLayerIndex=, subLayerIndex:int=, ):float public
public float GetVisibilityFadeHidingOffset<>( int subLayerIndex=, subLayerIndex:int=, ):float public
public bool GetShadows<>( int subLayerIndex=, subLayerIndex:int=, ):bool public
public bool GetSort<>( int subLayerIndex=, subLayerIndex:int=, ):bool public
public int get_numLayers<>():int public
public Vector3 GetPositionOffset<>( int subLayerIndex=, subLayerIndex:int=, ):Vector3 public
public Void Initialize<>( FoliageRenderLayer renderLayer=, renderLayer:FoliageRenderLayer=, ):Void public



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