Terrain To Mesh
  • Terrain To Mesh
  • Quick Start
  • Editor Window Settings
    • Mesh
    • Material
    • Objects
    • Save
  • Update Splatmap Shader
  • Run-time API
    • TerrainToMesh
      • ExportMesh
      • ExportTerrainLayers
      • ExportSplatmapMaterial
      • ExportSplatmapTextures
      • HasHoles
      • ExportHolesmapTexture
      • ExportBasemapDiffuseTexture
      • ExportBasemapNormalTexture
      • ExportBasemapMaskTexture
      • ExportBasemapOcclusionTexture
      • ExportGrassTextures
      • ExportGrassAtlasTexture
      • HasPrototypes
      • CountPrototypes
      • ExportPrototypes
    • TerrainToMeshUtilities
      • GenerateGrassMesh
      • GenerateEdgeFallTexture
      • ConvertMeshToOBJ
      • ConvertMeshToOBJAndSaveToFile
      • ConvertMeshToOBJAndAppendToFile
      • GetDefaultMaterial
      • GetDefaultShader
      • GetDefaultShaderProperty
      • SetupDefaultMaterial
      • SetupAlphaCutoutForDefaultMaterial
      • ConvertPrototypesToTreeGameObjects
      • ConvertPrototypesToGrassGameObjects
      • ConvertPrototypesToGrassMeshes
      • ConvertPrototypesToDetailMeshGameObjects
      • ConvertPrototypesToDetailMeshes
      • CalculateExportedMeshVertexCount
      • SetMeshPivotPoint
    • TerrainToMeshEdgeFall
    • TerrainToMeshPrototype
    • TerrainToMeshConversionDetails
  • Help & Contact
Powered by GitBook
On this page
PreviousSetMeshPivotPointNextTerrainToMeshPrototype

Last updated 2 months ago

Terrain To Mesh Edge Fall

Class TerrainToMeshEdgeFall describes terrain mesh edge fall properties.

Properties

  • public float yValue - Defines world space Y position for extruded vertices.

  • public bool saveInSubmesh - Specifies if the EdgeFall mesh is added to the main mesh as a sub-mesh. In this case extruded vertices have their own UV coordinates and for their rendering second material must be used inside MeshRenderer.