using UnityEngine; namespace AllIn13DShader { public class NoiseCreatorValues { public Texture2D noisePreview = null; public Texture2D finalNoiseTex = null; public RenderTexture noiseRenderTarget = null; public Material noiseMaterial; public float noiseScaleX = 10f; public float noiseScaleY = 10f; public float noiseContrast = 1f; public float noiseBrightness = 0f; public float noiseFractalAmount = 1f; public float noiseJitter = 1f; public int noiseSeed = 0; public bool noiseSquareScale = false; public bool noiseInverted = false; public bool isFractalNoise = false; public NoiseCreatorTool.NoiseTypes noiseType; public TextureSizes noiseSize; public FilterMode noiseFiltering; public NoiseCreatorValues() { SetDefault(); } public void SetDefault() { noisePreview = null; noiseRenderTarget = null; finalNoiseTex = null; noiseMaterial = null; noiseScaleX = 10f; noiseScaleY = 10f; noiseContrast = 1f; noiseBrightness = 0f; noiseFractalAmount = 1f; noiseJitter = 1f; noiseSeed = 0; noiseSquareScale = false; noiseInverted = false; isFractalNoise = false; noiseType = NoiseCreatorTool.NoiseTypes.Voronoi; noiseSize = TextureSizes._512; noiseFiltering = FilterMode.Bilinear; } } }