The script has six sections: Ground, Details, Objects, Textures, Trees, Options
Tiles: number of tiles in the X and Z axis
Terrain Size: size of each terrain in the X and Z axis in powers of two
Terrain Height: terrain height potential 2
seed: number of seeds, use the same number guarantees the same repetition
Frequency: number of repetitions used by the Perlin noise to generate heights.
Pixel Map Error: a small value can make the details can be more fine but may reduce performance.
Base Map Distance: may increase or decrease performance, lowering or increasing the resolution of the textures.
for the moment and it is best to apply maximum 4 textures for performance reasons
Texture 0: it is the texture that influences all terrain
texture 1: recurring at low heights
texture 2: recurring on level ground
texture 3: recurrent in inclinations but from the Z axis opposite
Splat: diffuse main texture applied to ground
Normal: texture that gives roughening of the diffuse texture
Tile Size: size in X and Y texture, a small value perform more reps
Metallic: it allows the texture reflects the light:
Smoothness: allows the reflected light focalize or smooth
detail: grass texture
Render mode: mode detail has 3 modes,
grass billboard: that will always face the camera
Grass: similar to above but does not face the camera always
Vertex Lit: avoid being affected by the light:
healthy: when healthy grass
Drycolor: color of grass when is dry
seed: seed that guarantees the same generation always
frequency: generation frequency details
detail Resolution Per Patch: high number helps reduce draw calls
waving grass strength: wind strength to fly the grass
waving grass Amount: amplitude the waving wind
Waving grass speed: wind speed
detail Object density: density of grass
Note: the array of details must contain least 3 details or skip an error that prevent continue generate more terrain
Prefab: Tree to generate
Bend Factor: bending factor tree
Seed: Seed generation of trees
Frequency: frequency generation
Tree Spacing: space between trees
Maximum Full LOD Distance: maximum number of trees that retain maximum detail
Tree Billboard Distance: Maximum distance at which the tree becomes a billboard
Tree Crossfade Length: length in which occurs the transition from tree maximum detail billboard
Prefab: Objects game can include scripts.
Initial slope: initial inclination which may appear in the terrain.
Final slope: final inclination at which the object may appear in the terrain.
Amount: number of trees that appear in the terrain.
note: the number of objects not guaranteed, depends on the inclination and the height:
seed: seed generation
initial height: value between 0 and 1, determines the initial height at which the object can generated.
Final height: value between 0 and 1, determines the final height to which the object can be generated.
note: to obtain the correct height should multiply the value by the maximum height of the terrain.
allow rotate: allows the object rotate perpendicular to ground, of not be marked this rotated only on the Y axis
Split scenes: separated into scenes grounds
Scene Streamer Adaptation: preparing the scenes previously built to suit the load scenes additively
calculate occlusion: calculates static occlusion for scenes.
Build Navmesh Runtime: creates a mesh navigation for artificial intelligence in every scene
Bake lightmap: bakes lights and global illumination for each scene.
scene Streamer Adaptation, Calculate Occlusion, Build Navmesh Runtime function only if Split Scenes is activated.