using UnityEngine; public static class FallOffGenerator { public static float[,] GenerateFallOffMap(int size) { float[,] map = new float[size, size]; for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { float x = i / (float)size * 2 - 1; float y = j / (float)size * 2 - 1; float value = Mathf.Max(Mathf.Abs(x), Mathf.Abs(y)); map[i, j] = Evaluate(value); } } return map; } static float Evaluate(float value) { float a = 3; float b = 2.2f; return Mathf.Pow(value, a) / (Mathf.Pow(value, a) + Mathf.Pow(b - b * value, a)); } }