<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
  <members>
    <assembly>
      <name>UnityEngine.TerrainModule</name>
    </assembly>
    <member name="T:UnityEngine.DetailPrototype">
      <summary>
        <para>Detail prototype used by the Terrain GameObject.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.bendFactor">
      <summary>
        <para>Bend factor of the detailPrototype.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.dryColor">
      <summary>
        <para>Color when the DetailPrototypes are "dry".</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.healthyColor">
      <summary>
        <para>Color when the DetailPrototypes are "healthy".</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.maxHeight">
      <summary>
        <para>Maximum height of the grass billboards (if render mode is GrassBillboard).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.maxWidth">
      <summary>
        <para>Maximum width of the grass billboards (if render mode is GrassBillboard).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.minHeight">
      <summary>
        <para>Minimum height of the grass billboards (if render mode is GrassBillboard).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.minWidth">
      <summary>
        <para>Minimum width of the grass billboards (if render mode is GrassBillboard).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.noiseSpread">
      <summary>
        <para>How spread out is the noise for the DetailPrototype.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.prototype">
      <summary>
        <para>GameObject used by the DetailPrototype.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.prototypeTexture">
      <summary>
        <para>Texture used by the DetailPrototype.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.DetailPrototype.renderMode">
      <summary>
        <para>Render mode for the DetailPrototype.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.DetailRenderMode">
      <summary>
        <para>Render mode for detail prototypes.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.DetailRenderMode.Grass">
      <summary>
        <para>The detail prototype will use the grass shader.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.DetailRenderMode.GrassBillboard">
      <summary>
        <para>The detail prototype will be rendered as billboards that are always facing the camera.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.DetailRenderMode.VertexLit">
      <summary>
        <para>Will show the prototype using diffuse shading.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.PatchExtents">
      <summary>
        <para>Structure containing minimum and maximum terrain patch height values.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.PatchExtents.max">
      <summary>
        <para>Maximum height of a terrain patch.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.PatchExtents.min">
      <summary>
        <para>Minimum height of a terrain patch.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.SplatPrototype">
      <summary>
        <para>A Splat prototype is just a texture that is used by the TerrainData.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.SplatPrototype.metallic">
      <summary>
        <para>The metallic value of the splat layer.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.SplatPrototype.normalMap">
      <summary>
        <para>Normal map of the splat applied to the Terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.SplatPrototype.smoothness">
      <summary>
        <para>The smoothness value of the splat layer when the main texture has no alpha channel.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.SplatPrototype.texture">
      <summary>
        <para>Texture of the splat applied to the Terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.SplatPrototype.tileOffset">
      <summary>
        <para>Offset of the tile texture of the SplatPrototype.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.SplatPrototype.tileSize">
      <summary>
        <para>Size of the tile used in the texture of the SplatPrototype.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Terrain">
      <summary>
        <para>The Terrain component renders the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.activeTerrain">
      <summary>
        <para>The active terrain. This is a convenience function to get to the main terrain in the scene.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.activeTerrains">
      <summary>
        <para>The active terrains in the scene.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.bakeLightProbesForTrees">
      <summary>
        <para>Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.basemapDistance">
      <summary>
        <para>Heightmap patches beyond basemap distance will use a precomputed low res basemap.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.castShadows">
      <summary>
        <para>Should terrain cast shadows?.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.collectDetailPatches">
      <summary>
        <para>Collect detail patches from memory.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.detailObjectDensity">
      <summary>
        <para>Density of detail objects.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.detailObjectDistance">
      <summary>
        <para>Detail objects will be displayed up to this distance.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.drawHeightmap">
      <summary>
        <para>Specify if terrain heightmap should be drawn.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.drawTreesAndFoliage">
      <summary>
        <para>Specify if terrain trees and details should be drawn.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.editorRenderFlags">
      <summary>
        <para>Controls what part of the terrain should be rendered.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.freeUnusedRenderingResources">
      <summary>
        <para>Whether some per-camera rendering resources for the terrain should be freed after not being used for some frames.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.heightmapMaximumLOD">
      <summary>
        <para>Lets you essentially lower the heightmap resolution used for rendering.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.heightmapPixelError">
      <summary>
        <para>An approximation of how many pixels the terrain will pop in the worst case when switching lod.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.legacyShininess">
      <summary>
        <para>The shininess value of the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.legacySpecular">
      <summary>
        <para>The specular color of the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.lightmapIndex">
      <summary>
        <para>The index of the baked lightmap applied to this terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.lightmapScaleOffset">
      <summary>
        <para>The UV scale &amp; offset used for a baked lightmap.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.materialTemplate">
      <summary>
        <para>The custom material used to render the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.materialType">
      <summary>
        <para>The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.patchBoundsMultiplier">
      <summary>
        <para>Set the terrain bounding box scale.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.preserveTreePrototypeLayers">
      <summary>
        <para>Allows you to specify how Unity chooses the for tree instances.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.realtimeLightmapIndex">
      <summary>
        <para>The index of the realtime lightmap applied to this terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.realtimeLightmapScaleOffset">
      <summary>
        <para>The UV scale &amp; offset used for a realtime lightmap.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.reflectionProbeUsage">
      <summary>
        <para>How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.terrainData">
      <summary>
        <para>The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.treeBillboardDistance">
      <summary>
        <para>Distance from the camera where trees will be rendered as billboards only.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.treeCrossFadeLength">
      <summary>
        <para>Total distance delta that trees will use to transition from billboard orientation to mesh orientation.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.treeDistance">
      <summary>
        <para>The maximum distance at which trees are rendered.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.treeLODBiasMultiplier">
      <summary>
        <para>The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Terrain.treeMaximumFullLODCount">
      <summary>
        <para>Maximum number of trees rendered at full LOD.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Terrain.AddTreeInstance(UnityEngine.TreeInstance)">
      <summary>
        <para>Adds a tree instance to the terrain.</para>
      </summary>
      <param name="instance"></param>
    </member>
    <member name="M:UnityEngine.Terrain.ApplyDelayedHeightmapModification">
      <summary>
        <para>Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Terrain.CreateTerrainGameObject(UnityEngine.TerrainData)">
      <summary>
        <para>Creates a Terrain including collider from TerrainData.</para>
      </summary>
      <param name="assignTerrain"></param>
    </member>
    <member name="M:UnityEngine.Terrain.Flush">
      <summary>
        <para>Flushes any change done in the terrain so it takes effect.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Terrain.GetClosestReflectionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.ReflectionProbeBlendInfo&gt;)">
      <summary>
        <para>Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs.</para>
      </summary>
      <param name="result">[in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo.</param>
    </member>
    <member name="M:UnityEngine.Terrain.GetPosition">
      <summary>
        <para>Get the position of the terrain.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Terrain.GetSplatMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)">
      <summary>
        <para>Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object.</para>
      </summary>
      <param name="dest"></param>
    </member>
    <member name="T:UnityEngine.Terrain.MaterialType">
      <summary>
        <para>The type of the material used to render a terrain object. Could be one of the built-in types or custom.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacyDiffuse">
      <summary>
        <para>A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacySpecular">
      <summary>
        <para>A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Terrain.MaterialType.BuiltInStandard">
      <summary>
        <para>A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Terrain.MaterialType.Custom">
      <summary>
        <para>Use a custom material given by Terrain.materialTemplate.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Terrain.SampleHeight(UnityEngine.Vector3)">
      <summary>
        <para>Samples the height at the given position defined in world space, relative to the terrain space.</para>
      </summary>
      <param name="worldPosition"></param>
    </member>
    <member name="M:UnityEngine.Terrain.SetNeighbors(UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain)">
      <summary>
        <para>Lets you setup the connection between neighboring Terrains.</para>
      </summary>
      <param name="left"></param>
      <param name="top"></param>
      <param name="right"></param>
      <param name="bottom"></param>
    </member>
    <member name="M:UnityEngine.Terrain.SetSplatMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)">
      <summary>
        <para>Set the additional material properties when rendering the terrain heightmap using the splat material.</para>
      </summary>
      <param name="properties"></param>
    </member>
    <member name="T:UnityEngine.TerrainChangedFlags">
      <summary>
        <para>Indicate the types of changes to the terrain in OnTerrainChanged callback.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainChangedFlags.DelayedHeightmapUpdate">
      <summary>
        <para>Indicates a change to the heightmap data without computing LOD.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainChangedFlags.FlushEverythingImmediately">
      <summary>
        <para>Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainChangedFlags.Heightmap">
      <summary>
        <para>Indicates a change to the heightmap data.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainChangedFlags.RemoveDirtyDetailsImmediately">
      <summary>
        <para>Indicates a change to the detail data.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainChangedFlags.TreeInstances">
      <summary>
        <para>Indicates a change to the tree data.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainChangedFlags.WillBeDestroyed">
      <summary>
        <para>Indicates that the TerrainData object is about to be destroyed.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.TerrainData">
      <summary>
        <para>The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.alphamapHeight">
      <summary>
        <para>Height of the alpha map.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.alphamapLayers">
      <summary>
        <para>Number of alpha map layers.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.alphamapResolution">
      <summary>
        <para>Resolution of the alpha map.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.alphamapTextures">
      <summary>
        <para>Alpha map textures used by the Terrain. Used by Terrain Inspector for undo.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.alphamapWidth">
      <summary>
        <para>Width of the alpha map.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.baseMapResolution">
      <summary>
        <para>Resolution of the base map used for rendering far patches on the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.bounds">
      <summary>
        <para>The local bounding box of the TerrainData object.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.detailHeight">
      <summary>
        <para>Detail height of the TerrainData.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.detailPrototypes">
      <summary>
        <para>Contains the detail texture/meshes that the terrain has.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.detailResolution">
      <summary>
        <para>Detail Resolution of the TerrainData.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.detailWidth">
      <summary>
        <para>Detail width of the TerrainData.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.heightmapHeight">
      <summary>
        <para>Height of the terrain in samples (Read Only).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.heightmapResolution">
      <summary>
        <para>Resolution of the heightmap.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.heightmapScale">
      <summary>
        <para>The size of each heightmap sample.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.heightmapWidth">
      <summary>
        <para>Width of the terrain in samples (Read Only).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.size">
      <summary>
        <para>The total size in world units of the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.splatPrototypes">
      <summary>
        <para>Splat texture used by the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.thickness">
      <summary>
        <para>The thickness of the terrain used for collision detection.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.treeInstanceCount">
      <summary>
        <para>Returns the number of tree instances.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.treeInstances">
      <summary>
        <para>Contains the current trees placed in the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.treePrototypes">
      <summary>
        <para>The list of tree prototypes this are the ones available in the inspector.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.wavingGrassAmount">
      <summary>
        <para>Amount of waving grass in the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.wavingGrassSpeed">
      <summary>
        <para>Speed of the waving grass.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.wavingGrassStrength">
      <summary>
        <para>Strength of the waving grass in the terrain.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TerrainData.wavingGrassTint">
      <summary>
        <para>Color of the waving grass that the terrain has.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.TerrainData.GetAlphamaps(System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Returns the alpha map at a position x, y given a width and height.</para>
      </summary>
      <param name="x">The x offset to read from.</param>
      <param name="y">The y offset to read from.</param>
      <param name="width">The width of the alpha map area to read.</param>
      <param name="height">The height of the alpha map area to read.</param>
      <returns>
        <para>A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.TerrainData.GetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Returns a 2D array of the detail object density in the specific location.</para>
      </summary>
      <param name="xBase"></param>
      <param name="yBase"></param>
      <param name="width"></param>
      <param name="height"></param>
      <param name="layer"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.GetHeight(System.Int32,System.Int32)">
      <summary>
        <para>Gets the height at a certain point x,y.</para>
      </summary>
      <param name="x"></param>
      <param name="y"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.GetHeights(System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Get an array of heightmap samples.</para>
      </summary>
      <param name="xBase">First x index of heightmap samples to retrieve.</param>
      <param name="yBase">First y index of heightmap samples to retrieve.</param>
      <param name="width">Number of samples to retrieve along the heightmap's x axis.</param>
      <param name="height">Number of samples to retrieve along the heightmap's y axis.</param>
    </member>
    <member name="M:UnityEngine.TerrainData.GetInterpolatedHeight(System.Single,System.Single)">
      <summary>
        <para>Gets an interpolated height at a point x,y.</para>
      </summary>
      <param name="x"></param>
      <param name="y"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.GetInterpolatedNormal(System.Single,System.Single)">
      <summary>
        <para>Get an interpolated normal at a given location.</para>
      </summary>
      <param name="x"></param>
      <param name="y"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.GetMaximumHeightError">
      <summary>
        <para>Returns an array of tesselation maximum height error values per renderable terrain patch.  The returned array can be modified and passed to OverrideMaximumHeightError.</para>
      </summary>
      <returns>
        <para>Float array of maximum height error values.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.TerrainData.GetPatchMinMaxHeights">
      <summary>
        <para>Returns an array of min max height values for all the renderable patches in a terrain.  The returned array can be modified and then passed to OverrideMinMaxPatchHeights.</para>
      </summary>
      <returns>
        <para>Minimum and maximum height values for each patch.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.TerrainData.GetSteepness(System.Single,System.Single)">
      <summary>
        <para>Gets the gradient of the terrain at point (x,y).</para>
      </summary>
      <param name="x"></param>
      <param name="y"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.GetSupportedLayers(System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Returns an array of all supported detail layer indices in the area.</para>
      </summary>
      <param name="xBase"></param>
      <param name="yBase"></param>
      <param name="totalWidth"></param>
      <param name="totalHeight"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.GetTreeInstance(System.Int32)">
      <summary>
        <para>Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array.</para>
      </summary>
      <param name="index">The index of the tree instance.</param>
    </member>
    <member name="M:UnityEngine.TerrainData.OverrideMaximumHeightError(System.Single[])">
      <summary>
        <para>Override the maximum tessellation height error with user provided values.  Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script.</para>
      </summary>
      <param name="maxError">Provided maximum height error values.</param>
    </member>
    <member name="M:UnityEngine.TerrainData.OverrideMinMaxPatchHeights(UnityEngine.PatchExtents[])">
      <summary>
        <para>Override the minimum and maximum patch heights for every renderable terrain patch.  Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script.</para>
      </summary>
      <param name="minMaxHeights">Array of minimum and maximum terrain patch height values.</param>
    </member>
    <member name="M:UnityEngine.TerrainData.RefreshPrototypes">
      <summary>
        <para>Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.TerrainData.SetAlphamaps(System.Int32,System.Int32,System.Single[,,])">
      <summary>
        <para>Assign all splat values in the given map area.</para>
      </summary>
      <param name="x"></param>
      <param name="y"></param>
      <param name="map"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.SetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32[,])">
      <summary>
        <para>Sets the detail layer density map.</para>
      </summary>
      <param name="xBase"></param>
      <param name="yBase"></param>
      <param name="layer"></param>
      <param name="details"></param>
    </member>
    <member name="M:UnityEngine.TerrainData.SetDetailResolution(System.Int32,System.Int32)">
      <summary>
        <para>Set the resolution of the detail map.</para>
      </summary>
      <param name="detailResolution">Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting.</param>
      <param name="resolutionPerPatch">Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value.</param>
    </member>
    <member name="M:UnityEngine.TerrainData.SetHeights(System.Int32,System.Int32,System.Single[,])">
      <summary>
        <para>Set an array of heightmap samples.</para>
      </summary>
      <param name="xBase">First x index of heightmap samples to set.</param>
      <param name="yBase">First y index of heightmap samples to set.</param>
      <param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param>
    </member>
    <member name="M:UnityEngine.TerrainData.SetHeightsDelayLOD(System.Int32,System.Int32,System.Single[,])">
      <summary>
        <para>Set an array of heightmap samples.</para>
      </summary>
      <param name="xBase">First x index of heightmap samples to set.</param>
      <param name="yBase">First y index of heightmap samples to set.</param>
      <param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param>
    </member>
    <member name="M:UnityEngine.TerrainData.SetTreeInstance(System.Int32,UnityEngine.TreeInstance)">
      <summary>
        <para>Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown.</para>
      </summary>
      <param name="index">The index of the tree instance.</param>
      <param name="instance">The new TreeInstance value.</param>
    </member>
    <member name="T:UnityEngine.TerrainExtensions">
      <summary>
        <para>Extension methods to the Terrain class, used only for the UpdateGIMaterials method used by the Global Illumination System.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.TerrainExtensions.UpdateGIMaterials(UnityEngine.Terrain)">
      <summary>
        <para>Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.</para>
      </summary>
      <param name="terrain"></param>
      <param name="x"></param>
      <param name="y"></param>
      <param name="width"></param>
      <param name="height"></param>
    </member>
    <member name="M:UnityEngine.TerrainExtensions.UpdateGIMaterials(UnityEngine.Terrain,System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.</para>
      </summary>
      <param name="terrain"></param>
      <param name="x"></param>
      <param name="y"></param>
      <param name="width"></param>
      <param name="height"></param>
    </member>
    <member name="T:UnityEngine.TerrainRenderFlags">
      <summary>
        <para>Enum provding terrain rendering options.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainRenderFlags.All">
      <summary>
        <para>Render all options.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainRenderFlags.Details">
      <summary>
        <para>Render terrain details.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainRenderFlags.Heightmap">
      <summary>
        <para>Render heightmap.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TerrainRenderFlags.Trees">
      <summary>
        <para>Render trees.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tree">
      <summary>
        <para>Tree Component for the tree creator.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tree.data">
      <summary>
        <para>Data asociated to the Tree.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tree.hasSpeedTreeWind">
      <summary>
        <para>Tells if there is wind data exported from SpeedTree are saved on this component.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.TreeInstance">
      <summary>
        <para>Contains information about a tree placed in the Terrain game object.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TreeInstance.color">
      <summary>
        <para>Color of this instance.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TreeInstance.heightScale">
      <summary>
        <para>Height scale of this instance (compared to the prototype's size).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TreeInstance.lightmapColor">
      <summary>
        <para>Lightmap color calculated for this instance.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TreeInstance.position">
      <summary>
        <para>Position of the tree.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TreeInstance.prototypeIndex">
      <summary>
        <para>Index of this instance in the TerrainData.treePrototypes array.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TreeInstance.rotation">
      <summary>
        <para>Read-only.

Rotation of the tree on X-Z plane (in radians).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.TreeInstance.widthScale">
      <summary>
        <para>Width scale of this instance (compared to the prototype's size).</para>
      </summary>
    </member>
    <member name="T:UnityEngine.TreePrototype">
      <summary>
        <para>Simple class that contains a pointer to a tree prototype.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TreePrototype.bendFactor">
      <summary>
        <para>Bend factor of the tree prototype.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.TreePrototype.prefab">
      <summary>
        <para>Retrieves the actual GameObject used by the tree.</para>
      </summary>
    </member>
    <member name="A:UnityEngine.TerrainModule">
      <summary>
        <para>The Terrain module implements Unity's Terrain rendering engine available through the Terrain component.</para>
      </summary>
    </member>
  </members>
</doc>
