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- using UnityEngine;
- using System.Collections;
- 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));
- }
- }
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