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 = 3f; float b = 2.2f; return Mathf.Pow(value, a) / (Mathf.Pow(value, a) + Mathf.Pow((b - b * value), a)); } }