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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]


Gameslinx

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On 8/27/2024 at 8:20 AM, OrbitalManeuvers said:

Based on the fact that you have both KopernicusExpansion and OPM ... I'm gonna guess that somehow the Kopernicus folder got deleted or something? Anyway, you're missing Kopernicus, and you don't have Parallax at all ... ? 

[WRN 17:02:25.992] AssemblyLoader: Assembly 'KopernicusExpansion.EVAFootprints' has not met dependency 'Kopernicus' V1.0.0

Thank you very much 

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2 hours ago, dave1904 said:

Personally I like to set the density multiplier on the mun to 0.1 but its to low for kerbin. What would the simplest config be to simply lower it for the mun? 

In Parallax_StockScatterTextures/Configs/Mun.cfg, set 'spawnChance' to 0.1 for each Scatter 

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Any pointers on compiling the source? I think I've tracked down all the .dll references, but do I also need an "Animated Vegetation Ultimate Pack" in order to get things to compile? (Spoiler: although familiar with Python, I don't know what I'm doing with C# or the whole compilation process in general, really...)

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19 hours ago, AccidentalDisassembly said:

Any pointers on compiling the source? I think I've tracked down all the .dll references, but do I also need an "Animated Vegetation Ultimate Pack" in order to get things to compile? (Spoiler: although familiar with Python, I don't know what I'm doing with C# or the whole compilation process in general, really...)

He's working on guidelines at my request already.  I'm sure when he's ready, he'll publish something.  It will involve downloading/using a compiler, the mod's source code from GitHub, and a specific Unity version.

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3 hours ago, Brigadier said:

He's working on guidelines at my request already.  I'm sure when he's ready, he'll publish something.  It will involve downloading/using a compiler, the mod's source code from GitHub, and a specific Unity version.

Sounds good! With a little luck, maybe I got close on my attempt at wrangling Visual Studio and the Unity editor... More realistically? I'll be very glad for the guidelines so I can start over from scratch. :)

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On 8/24/2024 at 4:35 PM, Gameslinx said:

Parallax Continued - Preview and Changelog

Happy Saturday! Parallax Continued is now available via Patreon preview (or you can compile the source code on my Github). Due to forum posting rules I don't believe I can link directly from this post, but it's the same rodeo as the Volumetric Clouds mod. The link you're looking for is in the OP. Until there's a public, full release, there can't be a dedicated forum post dedicated to Parallax Continued. For any posts relating to it please do specify which version of the mod you are using so I can best support you.

I have some features to add over the next few months such as terrain ambient occlusion, particle system scatter support and adding more varied terrain surface objects to the planets. I'm also working on documentation here: https://github.com/Gameslinx/Parallax-Continued/wiki

Obligatory Requirements:

1. The source code is here: https://github.com/Gameslinx/Parallax-Continued/tree/master

Public release will be in the order of months, and should hopefully not reach anywhere near a year.

The changelog is a long one and hopefully worth the read!

mQni5Qx.jpeg

Parallax Continued Changelog - Release 1.0

Please note - existing planet packs that do not specify they support Parallax Continued will not work yet!

Overview
 - The mod has been rewritten from the ground up, almost every line of code is new - expect massively improved quality, performance and reliability
 - Long time users of the mod will be very pleased to see the fixes section

Features / Improvements

GUI / Accessibility / Quality of Life
 - Added new GUI button in the space center and flight that lets you customise the mod's settings in-game
 - Added a new GUI keybind (Ctrl + P) which opens the terrain shader and scatter editor
 - Added a new setting "Show Collideable Scatters" in the settings GUI which highlights which scatters your craft can collide with - I am looking into a version of this that shows Breaking Ground surface objects
 - Added a new setting "Use Advanced Blending" which toggles the new terrain texture blending quality setting
 - Added a new setting "Light Shadows" which toggles vessel light shadow casting
 - Added a new setting "Light Shadows Quality"
 - Added a new setting "Fade Out Start Range" which controls the despawn start radius for scatters
 - Added a new setting "Collision Level" which controls how small an object can be to be considered collideable, allowing you to set the difficulty accordingly
 - Added various debug options to both the GUI and global config

Terrain - General
 - All planets: Improved the terrain displacement to reduce visually floating/sinking objects
 - Kerbin: New terrain textures
 - Mun: New terrain textures
 - Eve: New terrain textures
 - Bop: New terrain and scaled space textures
 - Terrain will now cast shadows from all light sources, unless this option is disabled

Terrain - Shader
 - Textures are now blended using displacement rather than just using a fade
 - Shader tessellation and displacement quality hugely increased
 - Shader reflection probe environment lighting now supported in forward rendering
 - Displacement can now affect all texture levels
 - Displacement range can now be set to any value
 - Improved specular/gloss calculation in forward rendering
 - Improved tessellation range falloff and edge length calculation
 - Improved displacement falloff calculation

Scatters - General
  - Scatters now show in the KSC
  - Reworked the wind system
  - All scatters are now persistent, including small scale scatters such as foliage or small rocks
  - Scatter LOD processing and frustum culling now updates every frame
  - Scatter default render distance increased
  - Improved scatter render distance radius - it is no longer a hard cutoff
  - Render distance is now computed from the camera position rather than the craft position
  - Improved scatter altitude based density falloff
  - Scatter densities now properly account for the quad density distribution differences caused as a result of the cube-sphere transformation
  - Improved the appearance of the cutoff between biomes
  - All planets: Changed the random distribution of all scatters
  - Kerbin: Grass now takes on the terrain colour beneath rather than being a constant colour
  - Kerbin: Improved grass cutoff at the edge of the render distance
  - Kerbin: Updated oak tree scatter models and textures
  - Kerbin: Updated daisy scatter models and textures
  - Kerbin: Updated grass and tall grass LOD2 (furthest LOD) model and textures
  - Kerbin: Updated iceberg textures
  - Eve: Added rocks and slabs to the surface
  - Minmus: Replaced highland ice scatters with metallic minerals
  - Gilly: Significantly reduced the number of rocks
  - Ike: Improved the lighting dynamics for the crystal scatters
  - Laythe: Adjusted the grass colour to better match the terrain it appears on
  - Laythe: Improved the mushroom tree LOD2 (furthest LOD) texture
  - Vall: Updated ice slab scatter models and textures
  - Vall: Updated ice crystal scatter models and textures
  - Bop: Updated rock scatter models and textures
  - Eeloo: Updated ice slab scatter models and textures

Scatters - Collisions
  - Added new Collision Level setting which allows you to control which scatters are collideable
  - Trees are now collideable by default. Have fun!
  - Colliders are significantly more reliable
  - Colliders are now persistent

Scatters - Shaders
  - Added subsurface scattering
  - Added refraction
  - Added ability for scatters to be coloured by the terrain
  - Added more random distribution noise types
  - Improved scatter lighting in vessel lights
  - Improved the lighting of the bubble shader
  - Improved the distortion of the bubble shader
  - Unified lighting calculations across different scatter types

Performance

Terrain Shader / System
  - Massively optimized terrain tessellation performance
  - Massively optimized the performance of additional lights in Forward and Deferred rendering
  - Parallax terrain subdivision is now multithreaded using Burst Jobs, and is non-blocking
  - Optimized terrain pixel shader texture bandwidth
  - Quad build times as a result of Parallax are hugely reduced
  
Scatter System
  - Collider processing is now multithreaded using Burst Jobs, and is non-blocking
  - Removed the reliance on PQSMods for determining scatter biomes - this is done on the GPU now
  - Removed the reliance on PQSMods for generating scatter distribution noise - this is done on the GPU now
  - Optimized scatter generation times
  - Optimized scatter compute shaders
  - Stutters related to the scatter system are now largely (if not completely) gone
  - Massively reduced the VRAM usage of the scatter system
  - Massively reduced the RAM usage of the scatter system
  - Only one compute shader is needed per scatter, instead of one per quad per scatter
  - Fixed common and large stutters when generating colliders

Bug Fixes

Terrain System
  - Fixed texture seams that would appear on a planet as a result of applying the terrain textures before quad normals updated
  - Fixed terrain texture "flicker" that would happen when the camera passes a certain altitude
  - Fixed a calculation the tessellation shader stage that resulted in tessellation cutting off abruptly

Scatter System
  - hoo boy
  - Fixed interaction with Waterfall where both mods use the background texture, causing a conflict - Parallax now uses refraction approximation and no longer samples the background texture
  - Refractive scatters now render in Deferred as they are no longer technically transparent
  - Fixed scatters becoming disconnected from the ground - this will never happen now
  - Fixed scatter textures not loading
  - Fixed scatters displaying the wrong textures
  - Fixed scatters appearing too dark
  - Fixed scatter lighting when lit up by vessel lights
  - Fixed scatters flickering when the craft is destroyed (or otherwise)
  - Fixed scatter frustum culling stopping when the game is paused, HUD is hidden, and camera is rotated
  - Fixed occasional holes in shadows
  - Fixed shadow acne/banding effect in scatter shadows
  - Fixed billboarding shader lighting
  - Fixed occasional random intense blooming effect on scatters with high specular/gloss values
  - Fixed scatter specular/gloss calculation
  - Fixed scatter shader normal mapping for world space texture coordinates
  - Fixed colliders not closely matching the visual geometry
  - Fixed colliders disappearing on scene reload
  - Fixed being able to fall through colliders at random points (mainly on icebergs)
  - Fixed incorrect craft bound calculation causing colliders to despawn too soon while they were in range
  - Fixed incorrect scatter bound calculation causing collider ranges to be computed from the largest scatter bound, which reduced performance
  - Fixed colliders not respecting the world origin shift and becoming disconnected from the visual geometry when moving around
  - Fixed scatter system breaking seemingly randomly when flying around
  - Fixed scatter system breaking when teleporting to another body
  - Fixed a calculation in the distribution code that caused too many objects to be generated, and would generate at a fixed position with random rotation, causing lag when in the view frustum

I hope you enjoy!

T4byxDc.png

Wow! Finally i can update my modpack (only problem is that there's no configs for ksrss or kcalbeloh), and i think having open-source and available via patreon is a bit unfair. But i think i can subcribe to patreon to support you, meanwhile other can just compile source.

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9 hours ago, Wilhelm von Hermann said:

(only problem is that there's no configs for ksrss or kcalbeloh)

if you are using ksrss reborn, it comes with parallax configs. there's a step you must complete after installing parallax - i believe it's to delete the stock scatters, but you can refer to the ksrss thread for the specific info.

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So, I'm finally getting ready to come back to KSP and looking at starting fresh with a new save and mods. I've seen videos showcasing Parallax but I want to ask is it compatible with all mods that add planets or just specific ones?

Planet pack I had in mind was Alpharia which is a deep cut but I enjoy it.

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2 minutes ago, Update Guy said:

So, I'm finally getting ready to come back to KSP and looking at starting fresh with a new save and mods. I've seen videos showcasing Parallax but I want to ask is it compatible with all mods that add planets or just specific ones?

Planet pack I had in mind was Alpharia which is a deep cut but I enjoy it.

Planet packs need to add Parallax support themselves. It's mostly a matter of writing configs, and then creating new textures if they want anything specific from the appearance of scatters or terrain.

Alpharia's Spacedock page suggests that it's at least partially compatible, but it hasn't been updated in years so I wouldn't be surprised if it didn't work.

Parallax won't do anything to planets that don't have configs, so they'll just look like normal.

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9 hours ago, Wilhelm von Hermann said:

only problem is that there's no configs for ksrss or kcalbeloh

I am slowly but surely working on configs for kcalbeloh. OPM configs are already up - I've written a config converter that does most of the heavy lifting so expect these soon :) 

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1 hour ago, Gameslinx said:

I am slowly but surely working on configs for kcalbeloh. OPM configs are already up - I've written a config converter that does most of the heavy lifting so expect these soon :) 

I'm assuming that is either available on the github already or soon to be, right?

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2 minutes ago, Sky The Heck said:

Oh, my bad. I meant the Config Conversion tool. I've managed to get a build working on my end and was tempted to give patching Kcal's configs a shot.

The current github version will upgrade scatter configs only and isn't perfect when ModuleManager is involved. The version I have locally will convert scatter and terrain configs (which is almost everything you need) except for the PQSMods which must be done manually

The repo will be updated when it's done

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10 hours ago, OrbitalManeuvers said:

if you are using ksrss reborn, it comes with parallax configs. there's a step you must complete after installing parallax - i believe it's to delete the stock scatters, but you can refer to the ksrss thread for the specific info.

i'm talking about parallax continued, linx contacted ballisticfox, and that's all i know

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The sccatters on Minmus are really bugged for me with Parallax Continued. Only happens on Minmus and really destroys performance. Kerbin, Eve and Mun work fine and look amazing. Can't find whats wrong. Also tried the 2.5 rescale config and it didn't help.

Log: https://drive.google.com/file/d/13P2RVKwqBpkTJvU31UNmtqibaS3Y7MJl/view?usp=sharing

Spoiler

 

 

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2 minutes ago, Merlin1809 said:

The sccatters on Minmus are really bugged for me with Parallax Continued. Only happens on Minmus and really destroys performance. Kerbin, Eve and Mun work fine and look amazing. Can't find whats wrong. Also tried the 2.5 rescale config and it didn't help.

Log: https://drive.google.com/file/d/13P2RVKwqBpkTJvU31UNmtqibaS3Y7MJl/view?usp=sharing

  Hide contents

 

 

That looks like there are far too many scatters on Minmus. Can you delete the Settings.cfg file in your KerbalSpaceProgram folder and relaunch the game? Note that you'll need to set all your settings up again, and restart the game a second time to apply them

Sometimes planet mods will leave residue in that file and can cause that to happen

If that doesn't work you'll have to wait for me to get home to take a proper look in 8 or so hours

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1 hour ago, Gameslinx said:

That looks like there are far too many scatters on Minmus. Can you delete the Settings.cfg file in your KerbalSpaceProgram folder and relaunch the game? Note that you'll need to set all your settings up again, and restart the game a second time to apply them

Sometimes planet mods will leave residue in that file and can cause that to happen

If that doesn't work you'll have to wait for me to get home to take a proper look in 8 or so hours

That made it much better, but some of the smaller scatters on Minmus are still flickering a bit when I zoom away from them. I also tested every planet of stock and OPM and this only happens on Minmus and one other opm moon (forgot the name) that seems to use the same scatters just in different color. Also noticed some z-fighting of the ice on Laythe and kelp clipping through that ice a little. Also: Is it normal that kelp in general has a very low render distance and pops in like only 10m around my camera?

Spoiler

 

 

 

 

 

Edited by Merlin1809
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9 hours ago, Merlin1809 said:

some of the smaller scatters on Minmus are still flickering a bit when I zoom away from them. I also tested every planet of stock and OPM and this only happens on Minmus and one other opm moon (forgot the name) that seems to use the same scatters just in different color. Also noticed some z-fighting of the ice on Laythe and kelp clipping through that ice a little

Thanks for the headsup, these are easily patchable on my end :)

As for kerbin having a very low render distance, that is not normal at all. Can you share a video of that?

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43 minutes ago, Gameslinx said:

Thanks for the headsup, these are easily patchable on my end :)

As for kerbin having a very low render distance, that is not normal at all. Can you share a video of that?

Dunno if you misread "kelp in" as kerbin, but this is a kelp problem and also happens on laythe.

Or rather a seagrass problem near the shore, it feels like it has an even lower render distance than some of the grass while being much much bigger and more noticable.

Video on Kerbin:

Spoiler

 

 

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1 minute ago, Merlin1809 said:

"kelp in" as kerbin

I did! Long day :/ 

1 minute ago, Merlin1809 said:

Or rather a seagrass problem near the shore, it feels like it has an even lower render distance than some of the grass while being much much bigger and more noticable

I'll increase the seagrass render distance in the next patch. It's supposed to be fairly low because Scatterer's oceans are very foggy, but that doesn't work so well near the shore. Thanks :) 

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In the new Parallax Continued is it possible to disable just the trees around the KSC? I've moved my KSC to a different location, and now there are trees on my runway. I seem to remember having a similar problem with Parallax 2.0, but cannot remember how I fixed it and can't seem to find any settings I can adjust for this.

EDIT: nvm, I seem to have fixed it by just adding ' name = KSC ' to the blacklist of each scatter entry with ' tree ' in it's name in the Kerbin.cfg file of Parallax_StockScatterTextures. Here is my patched version for anyone else interested:
 

 

ParallaxScatters
{
    Body
    {
        name = Kerbin
        configVersion = 2
        filePath = Parallax_StockScatterTextures/Configs/Kerbin.cfg
        Scatter
        {
            name = KerbinGrass
            model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 16
                frustumCullingScreenMargin = -5
                maxObjects = 15000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 5000
                octaves = 4
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/gradient.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbladenrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0400000028
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _SubsurfaceNormalInfluence = 0.300000012
                _SubsurfacePower = 3
                _SubsurfaceIntensity = 1
                _WindScale = 0.00800000038
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 1.62
                _WindSpeed = 2.0999999
                _WindIntensity = 0.0399999991
                _FresnelColor = 0.0700000003,0.0700000003,0.0700000003,1
                _Color = 1.300, 1.400, 1.000, 1.000
                _SubsurfaceColor = 0.400000006,0.5,0.200000003,1
                _CullMode = 0
                Keywords
                {
                    name = TWO_SIDED
                    name = SUBSURFACE_SCATTERING
                    name = WIND
                }
            }
            Distribution
            {
                seed = 9
                spawnChance = 1
                range = 320
                populationMultiplier = 550
                minScale = 0.100000001,0.0700000003,0.100000001
                maxScale = 0.119999997,0.100000001,0.119999997
                scaleRandomness = 0.5
                cutoffScale = 0.34
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.850000024
                maxNormalDeviance = 0.300001949
                minAltitude = 25
                maxAltitude = 2500
                altitudeFadeRange = 40
                alignToTerrainNormal = True
                coloredByTerrain = True
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV2
                        range = 6.39999962
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/grassbillboard
                        range = 80
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboard.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboardnrm.dds
                            _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                            _SpecularPower = 15
                            _SpecularIntensity = 0.025
                            _FresnelPower = 3
                            _EnvironmentMapFactor = 1
                            _BumpScale = 1
                            _Hapke = 1
                            _SubsurfaceNormalInfluence = 0.300000012
                            _SubsurfacePower = 3
                            _SubsurfaceIntensity = 1
                            _WindScale = 0.00800000038
                            _WindHeightStart = 2.1400001
                            _WindHeightFactor = 1.62
                            _WindSpeed = 2.0999999
                            _WindIntensity = 0.0399999991
                            _Cutoff = 0.600000024
                            _FresnelColor = 0.0700000003,0.0700000003,0.0700000003,1
                            _Color = 1.300, 1.400, 1.000, 1.000
                            _SubsurfaceColor = 0.400000006,0.5,0.200000003,1
                            _CullMode = 0
                            Keywords
                            {
                                name = TWO_SIDED
                                name = SUBSURFACE_SCATTERING
                                name = WIND
                                name = ALPHA_CUTOFF
                            }
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = KerbinGrassTall
            model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 10
                frustumCullingScreenMargin = -5
                maxObjects = 15000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 5000
                octaves = 4
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/gradient.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbladenrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0300000012
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.00800000038
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 1.62
                _WindSpeed = 2.0999999
                _WindIntensity = 0.0399999991
                _SubsurfaceNormalInfluence = 0.300000012
                _SubsurfacePower = 3
                _SubsurfaceIntensity = 1
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1.500, 1.500, 1.200, 1.000
                _SubsurfaceColor = 0.400000006,0.5,0.200000003,1
                _CullMode = 0
                Keywords
                {
                    name = WIND
                    name = SUBSURFACE_SCATTERING
                    name = TWO_SIDED
                }
            }
            Distribution
            {
                seed = 1.65900004
                spawnChance = 1
                range = 400
                populationMultiplier = 340
                minScale = 0.0399999991,0.100000001,0.0399999991
                maxScale = 0.159999996,0.159999996,0.159999996
                scaleRandomness = 0.5
                cutoffScale = 0.5
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.850000024
                maxNormalDeviance = 0.300000787
                minAltitude = 35
                maxAltitude = 2500
                altitudeFadeRange = 40
                alignToTerrainNormal = True
                coloredByTerrain = True
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV2
                        range = 19.6151009
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/grassbillboard
                        range = 100
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboard.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboardnrm.dds
                            _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                            _SpecularPower = 15
                            _SpecularIntensity = 0.025
                            _FresnelPower = 3
                            _EnvironmentMapFactor = 1
                            _BumpScale = 1
                            _Hapke = 1
                            _SubsurfaceNormalInfluence = 0.300000012
                            _SubsurfacePower = 3
                            _SubsurfaceIntensity = 1
                            _WindScale = 0.00800000038
                            _WindHeightStart = 2.1400001
                            _WindHeightFactor = 1.62
                            _WindSpeed = 2.0999999
                            _WindIntensity = 0.0399999991
                            _Cutoff = 0.54
                            _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                            _Color = 1.500, 1.500, 1.200, 1.000
                            _SubsurfaceColor = 0.400000006,0.5,0.200000003,1
                            _CullMode = 0
                            Keywords
                            {
                                name = TWO_SIDED
                                name = SUBSURFACE_SCATTERING
                                name = WIND
                                name = ALPHA_CUTOFF
                            }
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = KerbinDryGrass
            model = Parallax_StockScatterTextures/Models/Kerbin/lushgrass0
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 10.000001
                frustumCullingScreenMargin = -5
                maxObjects = 15000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 4000
                octaves = 4
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrass.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrassnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.00800000038
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 1.62
                _WindSpeed = 2.0999999
                _WindIntensity = 0.00200000009
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1.10000002,1.14999998,1.04999995,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 3.14159012
                spawnChance = 1
                range = 300
                populationMultiplier = 750
                minScale = 0.0399999991,0.0399999991,0.0399999991
                maxScale = 0.180000007,0.100000001,0.180000007
                scaleRandomness = 0.5
                cutoffScale = 0.600000024
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.850000024
                maxNormalDeviance = 0.300000787
                minAltitude = 40
                maxAltitude = 2500
                altitudeFadeRange = 10
                alignToTerrainNormal = True
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/lushgrass1
                        range = 75
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/lushgrass2
                        range = 150
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrass.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrassnrm.dds
                            _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                            _SpecularPower = 15
                            _SpecularIntensity = 0.0500000007
                            _FresnelPower = 3
                            _EnvironmentMapFactor = 1
                            _BumpScale = 1
                            _Hapke = 1
                            _Cutoff = 0.5
                            _WindScale = 0.00800000038
                            _WindHeightStart = 2.1400001
                            _WindHeightFactor = 1.62
                            _WindSpeed = 2.0999999
                            _WindIntensity = 0.00200000009
                            _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                            _Color = 1.10000002,1.14999998,1.04999995,1
                            _CullMode = 0
                            Keywords
                            {
                                name = ALPHA_CUTOFF
                                name = TWO_SIDED
                                name = WIND
                                name = BILLBOARD_USE_MESH_NORMALS
                            }
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = KerbinFern
            model = Parallax_StockScatterTextures/Models/Kerbin/fern
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 27.0000019
                frustumCullingScreenMargin = -15
                maxObjects = 1500
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 9000
                octaves = 4
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/fern.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/fernnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.008
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 1.62
                _WindSpeed = 2.1
                _WindIntensity = 0.003
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 0.699999988,0.670000017,0.639999986,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = WIND
                }
            }
            Distribution
            {
                seed = 0.419999987
                spawnChance = 0.600000024
                range = 300
                populationMultiplier = 175
                minScale = 0.0399999991,0.0399999991,0.0399999991
                maxScale = 0.0799999982,0.0799999982,0.0799999982
                scaleRandomness = 0.5
                cutoffScale = 0.600000024
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.850000024
                maxNormalDeviance = 0.300000787
                minAltitude = 60
                maxAltitude = 2500
                altitudeFadeRange = 30
                alignToTerrainNormal = True
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/fern
                        range = 105
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/fern
                        range = 1350
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = Daisy
            model = Parallax_StockScatterTextures/Models/Kerbin/daisyPatchLOD0
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 27.0000019
                frustumCullingScreenMargin = -15
                maxObjects = 500
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 6000
                octaves = 2
                lacunarity = 2
                seed = 4
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/daisy.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/daisynrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.00800000038
                _WindHeightStart = 0.300000012
                _WindHeightFactor = 1.62
                _WindSpeed = 2.0999999
                _WindIntensity = 0.100000001
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 0.111110002
                spawnChance = 0.25
                range = 300
                populationMultiplier = 250
                minScale = 0.300000012,0.300000012,0.300000012
                maxScale = 0.400000006,0.400000006,0.400000006
                scaleRandomness = 0.5
                cutoffScale = 0.629999995
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.850000024
                maxNormalDeviance = 0.300001949
                minAltitude = 60
                maxAltitude = 2500
                altitudeFadeRange = 40
                alignToTerrainNormal = True
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/daisyPatchLOD1
                        range = 30
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/daisyPatchLOD2
                        range = 100
                        MaterialOverride
                        {
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/daisybillboard.dds
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = Roses
            model = Parallax_StockScatterTextures/Models/Kerbin/roses
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 18
                frustumCullingScreenMargin = -15
                maxObjects = 1000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 4000
                octaves = 4
                lacunarity = 2
                seed = 5
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/roses.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/rosesnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.008
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 1.62
                _WindSpeed = 2.1
                _WindIntensity = 0.002
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 0.699999988,0.670000017,0.639999986,1
                _CullMode = 2
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 10.1111097
                spawnChance = 0.25
                range = 200
                populationMultiplier = 20
                minScale = 0.0399999991,0.0399999991,0.0399999991
                maxScale = 0.0700000003,0.0700000003,0.0700000003
                scaleRandomness = 0.5
                cutoffScale = 0.5
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.850000024
                maxNormalDeviance = 0.300000787
                minAltitude = 50
                maxAltitude = 2500
                altitudeFadeRange = 20
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/roses
                        range = 70
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/roses
                        range = 900
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = KerbinShrub
            model = Parallax_StockScatterTextures/Models/Laythe/cottonlod0
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 0
                frustumCullingScreenMargin = -15
                maxObjects = 5000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 7000
                octaves = 2
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/shrub.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/cottonnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.00800000038
                _WindHeightStart = 0.0199999996
                _WindHeightFactor = 1.62
                _WindSpeed = 2.0999999
                _WindIntensity = 1.29999995
                _Cutoff = 0.5
                _SubsurfaceNormalInfluence = 0.5
                _SubsurfacePower = 2
                _SubsurfaceIntensity = 1
                _FresnelColor = 0.150000006,0.150000006,0.150000006,1
                _Color = 0.699999988,0.699999988,0.699999988,1
                _SubsurfaceColor = 0.5,0.300000012,0.5,1
                _CullMode = 0
                Keywords
                {
                    name = WIND
                    name = ALPHA_CUTOFF
                    name = SUBSURFACE_SCATTERING
                }
            }
            Distribution
            {
                seed = 0.333900005
                spawnChance = 1
                range = 300
                populationMultiplier = 343
                minScale = 3,3,3
                maxScale = 3.5,3.5,3.5
                scaleRandomness = 0.899999976
                cutoffScale = 0.699999988
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.850000024
                maxNormalDeviance = 0.500002146
                minAltitude = 61
                maxAltitude = 2510
                altitudeFadeRange = 46
                alignToTerrainNormal = True
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/cottonlod1
                        range = 40.0000038
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/cottonlod2
                        range = 50
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = OakTree
            model = Parallax_StockScatterTextures/Models/Kerbin/oakTrunkLOD0
            collisionLevel = 2
            Optimizations
            {
                frustumCullingStartRange = 50.0000038
                frustumCullingScreenMargin = -400
                maxObjects = 26000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = True
                frequency = 67
                octaves = 6
                lacunarity = 2
                seed = 36
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunk.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunknrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.00800000038
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 1.6
                _WindSpeed = 1.10000002
                _WindIntensity = 0.008
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 62.1199989
                spawnChance = 0.335
                range = 10500
                populationMultiplier = 3
                minScale = 1.1,1.1,1.1
                maxScale = 1.95,1.95,1.95
                scaleRandomness = 0.6
                cutoffScale = 0.899999976
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000715
                minAltitude = 52
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/oakTrunkLOD1
                        range = 215
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunk.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunknrm.dds
                            _SpecularPower = 15
                            _SpecularIntensity = 0
                            _FresnelPower = 3
                            _EnvironmentMapFactor = 1
                            _BumpScale = 1
                            _Hapke = 1
                            _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                            _Color = 1,1,1,1
                            _CullMode = 2
                            Keywords
                            {
                            }
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/oakTrunkLOD2
                        range = 2450.00024
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakBillboard.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakBillboardnrm.dds
                            _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                            _SpecularPower = 15
                            _SpecularIntensity = 0.015
                            _FresnelPower = 3
                            _EnvironmentMapFactor = 1
                            _BumpScale = 1
                            _Hapke = 1
                            _Cutoff = 0.6
                            _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                            _Color = 0.800, 0.800, 0.650, 1.000
                            _CullMode = 2
                            Keywords
                            {
                                name = ALPHA_CUTOFF
                                name = BILLBOARD
                            }
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = KSC
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        SharedScatter
        {
            name = OakTreeTop
            model = Parallax_StockScatterTextures/Models/Kerbin/oakLeavesLOD1
            collisionLevel = 0
            parentName = OakTree
            Optimizations
            {
                frustumCullingStartRange = 0
                frustumCullingScreenMargin = -400
                maxObjects = 12000
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakLeaves.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakLeavesnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _ThicknessMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakthickness.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.18
                _WindScale = 0.00800000038
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 0.600000024
                _WindSpeed = 1.10000002
                _WindIntensity = 0.200000003
                _SubsurfaceNormalInfluence = 0.5
                _SubsurfacePower = 12
                _SubsurfaceIntensity = 1.6
                _SubsurfaceMin = 0.381
                _SubsurfaceMax = 1
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 0.875,0.9,0.75,1
                _SubsurfaceColor = 0.400000006,0.5,0.200000003,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = WIND
                    name = SUBSURFACE_USE_THICKNESS_TEXTURE
                }
            }
            Distribution
            {
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/oakLeavesLOD1
                        range = 0
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/oakLeavesLOD2
                        range = 0
                        MaterialOverride
                        {
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTreeTop.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTreeTopnrm.dds
                            _Color = 0.800, 0.800, 0.650, 1.000
                            _Cutoff = 0.7
                            _SpecularIntensity = 0.0
                        }
                    }
                }
            }
        }
        Scatter
        {
            name = PineTree
            model = Parallax_StockScatterTextures/Models/Kerbin/pinetrunk0
            collisionLevel = 2
            Optimizations
            {
                frustumCullingStartRange = 200.000015
                frustumCullingScreenMargin = -400
                maxObjects = 9000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = True
                frequency = 85
                octaves = 4
                lacunarity = 2
                seed = 38
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/trunk.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/trunknrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 69.6900024
                spawnChance = 0.44
                range = 10500
                populationMultiplier = 1
                minScale = 2.79999995,2.79999995,2.79999995
                maxScale = 4.8,7,4.8
                scaleRandomness = 0.400000006
                cutoffScale = 0.899999976
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000715
                minAltitude = 140
                maxAltitude = 4000
                altitudeFadeRange = 100
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/pinetrunk1
                        range = 230
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/pine2
                        range = 2600.00024
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cutoutpine.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/trunknrm.dds
                            _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                            _SpecularPower = 15
                            _SpecularIntensity = 0.0
                            _FresnelPower = 3
                            _EnvironmentMapFactor = 1
                            _BumpScale = 1
                            _Hapke = 1
                            _Cutoff = 0.5
                            _WindScale = 0.0799999982
                            _WindHeightStart = 0.0500000007
                            _WindHeightFactor = 2
                            _WindSpeed = 0
                            _WindIntensity = 0
                            _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                            _Color = 1,1,1,1
                            _CullMode = 2
                            Keywords
                            {
                                name = ALPHA_CUTOFF
                                name = TWO_SIDED
                                name = WIND
                                name = BILLBOARD_USE_MESH_NORMALS
                            }
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = KSC
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        SharedScatter
        {
            name = PineTreeTop
            model = Parallax_StockScatterTextures/Models/Kerbin/pineleaves1
            collisionLevel = 0
            parentName = PineTree
            Optimizations
            {
                frustumCullingStartRange = 0
                frustumCullingScreenMargin = -400
                maxObjects = 5000
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/spruce.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/sprucenrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.00800000038
                _WindHeightStart = 0.140000001
                _WindHeightFactor = 0.00999999978
                _WindSpeed = 2.0999999
                _WindIntensity = 0.5
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 0.5,0.600000024,0.800000012,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/pineleaves1
                        range = 0
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/pine2Top
                        range = 0
                        MaterialOverride
                        {
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cutoutpine.dds
                            _SpecularIntensity = 0.0
                        }
                    }
                }
            }
        }
        Scatter
        {
            name = PalmTree
            model = Parallax_StockScatterTextures/Models/Kerbin/palmtreetrunk
            collisionLevel = 2
            Optimizations
            {
                frustumCullingStartRange = 200.000015
                frustumCullingScreenMargin = -400
                maxObjects = 6000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 800
                octaves = 6
                lacunarity = 2
                seed = 2
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtree.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreenrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.00400000019
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 2.0999999
                _WindIntensity = 9.99999975E-05
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 27
                spawnChance = 0.85
                range = 10500
                populationMultiplier = 6
                minScale = 0.5,0.5,0.5
                maxScale = 0.77,0.77,0.77
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000715
                minAltitude = 30
                maxAltitude = 45
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/palmtreetrunk
                        range = 900
                        MaterialOverride
                        {

                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/palmtreebillboard
                        range = 2400.00024
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreebillboard.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreebillboardnrm.dds
                            _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                            _SpecularPower = 15
                            _SpecularIntensity = 0.01
                            _FresnelPower = 3
                            _EnvironmentMapFactor = 1
                            _BumpScale = 1
                            _Hapke = 1
                            _Cutoff = 0.35
                            _WindScale = 0.0799999982
                            _WindHeightStart = 0.0500000007
                            _WindHeightFactor = 2
                            _WindSpeed = 0
                            _WindIntensity = 0
                            _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                            _Color = 0.800000012,0.800000012,0.550000012,1
                            _CullMode = 2
                            Keywords
                            {
                                name = ALPHA_CUTOFF
                                name = TWO_SIDED
                                name = WIND
                                name = BILLBOARD_USE_MESH_NORMALS
                            }
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = KSC
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Grasslands
                    name = Highlands
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        SharedScatter
        {
            name = PalmTreeTop
            model = Parallax_StockScatterTextures/Models/Kerbin/palmtreeleaves
            collisionLevel = 0
            parentName = PalmTree
            Optimizations
            {
                frustumCullingStartRange = 0
                frustumCullingScreenMargin = -400
                maxObjects = 6000
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmleaf.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmleafnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.300000012
                _WindScale = 0.00400000019
                _WindHeightStart = 2.1400001
                _WindHeightFactor = 0.620000005
                _WindSpeed = 2.0999999
                _WindIntensity = 0.0500000007
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 0.700, 0.700, 0.550, 1.000
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/palmtreeleaves
                        range = 0
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/palmtreetopbillboard
                        range = 0
                        MaterialOverride
                        {
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreetopbillboard.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreetopbillboardnrm.dds
                            _Color = 0.800000012,0.800000012,0.550000012,1
                        }
                    }
                }
            }
        }
        Scatter
        {
            name = Kelp
            model = Parallax_StockScatterTextures/Models/Kerbin/kelplod0
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -50
                maxObjects = 2500
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1000
                octaves = 2
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/kelp.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/kelpnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.100000001
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 20
                spawnChance = 1
                range = 300
                populationMultiplier = 4
                minScale = 1,1,1
                maxScale = 6,6,6
                scaleRandomness = 0.5
                cutoffScale = 0.5
                steepPower = 2
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 4.99999142
                minAltitude = -10000
                maxAltitude = -100
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/kelplod1
                        range = 75
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/kelplod1
                        range = 150
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = KSC
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Mountains
                    name = Deserts
                    name = Badlands
                }
            }
        }
        Scatter
        {
            name = Reeds
            model = Parallax_StockScatterTextures/Models/Kerbin/reed
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 300
                frustumCullingScreenMargin = -10
                maxObjects = 500
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1000
                octaves = 2
                lacunarity = 2
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/underseagreen.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/reedsnrm.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0500000007
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                }
            }
            Distribution
            {
                seed = 21
                spawnChance = 1
                range = 300
                populationMultiplier = 2
                minScale = 0.5,0.5,0.5
                maxScale = 1,1,1
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 2
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 1
                minAltitude = -1000
                maxAltitude = -140
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/reedLOD1
                        range = 125
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/reedLOD1
                        range = 1500
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Mountains
                    name = Deserts
                    name = Badlands
                }
            }
        }
        Scatter
        {
            name = Seaweed
            model = Parallax_StockScatterTextures/Models/Kerbin/kerbinseaweed0
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 60.0000038
                frustumCullingScreenMargin = -40
                maxObjects = 3000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 2000
                octaves = 6
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/seaweed.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/seaweednrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0300000012
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _Cutoff = 0.5
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 25.3199997
                spawnChance = 1
                range = 400
                populationMultiplier = 25
                minScale = 10,10,10
                maxScale = 20,20,20
                scaleRandomness = 0.5
                cutoffScale = 0.5
                steepPower = 2
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 1
                minAltitude = -3000
                maxAltitude = -110
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/kerbinseaweed1
                        range = 175
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/kerbinseaweed1
                        range = 1500
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Mountains
                    name = Deserts
                    name = Badlands
                }
            }
        }
        Scatter
        {
            name = Seagrass
            model = Parallax_StockScatterTextures/Models/Kerbin/seagrass0
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 10
                frustumCullingScreenMargin = -10
                maxObjects = 5000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 2000
                octaves = 4
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/PluginData/sand.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.0250000004
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 0
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 69
                spawnChance = 1
                range = 90
                populationMultiplier = 450
                minScale = 1,1,1
                maxScale = 2,2,2
                scaleRandomness = 0.5
                cutoffScale = 0.5
                steepPower = 1
                steepContrast = 1
                steepMidpoint = 0.5
                maxNormalDeviance = 0.500000358
                minAltitude = -1000
                maxAltitude = -10
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/seagrass1
                        range = 60
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/seagrass1
                        range = 400.000031
                        MaterialOverride
                        {
                            _CullMode = 2
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Mountains
                    name = Deserts
                    name = Badlands
                }
            }
        }
        Scatter
        {
            name = HugeCactus
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/hugecacti0
            collisionLevel = 4
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 250
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 600
                octaves = 6
                lacunarity = 2
                seed = 884
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 124.119995
                spawnChance = 0.0199999996
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/hugecacti1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/hugecacti2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = LargeCactus
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacti0
            collisionLevel = 3
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 150
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 110.119995
                spawnChance = 0.0399999991
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacti1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacti2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = MedCactus
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacti0
            collisionLevel = 2
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 150
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 111.119995
                spawnChance = 0.0399999991
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacti1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacti2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = SmallCactus
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacti0
            collisionLevel = 1
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 150
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 112.119995
                spawnChance = 0.0500000007
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacti1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacti2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = TinyCactus
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/tinycacti0
            collisionLevel = 1
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 150
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 113.119995
                spawnChance = 0.100000001
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/tinycacti1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/tinycacti2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = LargeCactiCluster
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacticluster0
            collisionLevel = 3
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 100
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 168.119995
                spawnChance = 0.0399999991
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacticluster1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacticluster2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = MedCactiCluster
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacticluster0
            collisionLevel = 2
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 100
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 167.119995
                spawnChance = 0.100000001
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacticluster1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacticluster2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = SmallCactiCluster
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacticluster0
            collisionLevel = 1
            Optimizations
            {
                frustumCullingStartRange = 50
                frustumCullingScreenMargin = -35
                maxObjects = 100
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularPower = 15
                _SpecularIntensity = 0.01
                _FresnelPower = 3
                _EnvironmentMapFactor = 1
                _BumpScale = 1
                _Hapke = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _Color = 1,1,1,1
                _CullMode = 2
                Keywords
                {
                    name = WIND
                }
            }
            Distribution
            {
                seed = 166.119995
                spawnChance = 0.100000001
                range = 2000
                populationMultiplier = 1
                minScale = 2,2,2
                maxScale = 3,3,3
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.500000358
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacticluster1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacticluster2
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        Scatter
        {
            name = BaobabTreeTrunk
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtrunk0
            collisionLevel = 2
            Optimizations
            {
                frustumCullingStartRange = 200
                frustumCullingScreenMargin = -200
                maxObjects = 2000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 1
                octaves = 1
                lacunarity = 1
                seed = 1
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertwood.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertwoodnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularIntensity = 0.0
                _SpecularPower = 15
                _Hapke = 1
                _Cutoff = 0.5
                _FresnelPower = 3
                _Transmission = 1
                _BumpScale = 1
                _EnvironmentMapFactor = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _Color = 1,1,1,1
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _CullMode = 2
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                seed = 12.3000002
                spawnChance = 0.200000003
                range = 3000
                populationMultiplier = 1
                minScale = 0.699999988,0.699999988,0.699999988
                maxScale = 2,2,2
                scaleRandomness = 0.5
                cutoffScale = 0.550000012
                steepPower = 8
                steepContrast = 4.5
                steepMidpoint = 0.731000006
                maxNormalDeviance = 0.5
                minAltitude = 50
                maxAltitude = 2000
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtrunk1
                        range = 250
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtreebillboard
                        range = 2750
                        Material
                        {
                            shader = Custom/ParallaxInstancedSolid
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutout.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutoutnrm.dds
                            _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                            _SpecularIntensity = 0.05
                            _SpecularPower = 15
                            _Hapke = 1
                            _Cutoff = 0.5
                            _FresnelPower = 3
                            _Transmission = 1
                            _BumpScale = 1
                            _EnvironmentMapFactor = 1
                            _WindScale = 0.0799999982
                            _WindHeightStart = 0.0500000007
                            _WindHeightFactor = 2
                            _WindSpeed = 0
                            _WindIntensity = 0
                            _Color = 1,1,1,1
                            _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                            _CullMode = 2
                            Keywords
                            {
                                name = ALPHA_CUTOFF
                                name = TWO_SIDED
                                name = WIND
                                name = BILLBOARD_USE_MESH_NORMALS
                            }
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = KSC
                    name = Water
                    name = Grasslands
                    name = Highlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Shores
                    name = Mountains
                    name = The Cold Ocean
                    name = Cold Shores
                }
            }
        }
        SharedScatter
        {
            name = BaobabTreeTop
            model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobableaves
            parentName = BaobabTreeTrunk
            collisionLevel = 0
            Optimizations
            {
                frustumCullingStartRange = 0
                frustumCullingScreenMargin = -15
                maxObjects = 2000
            }
            SubdivisionSettings
            {
            }
            DistributionNoise
            {
            }
            Material
            {
                shader = Custom/ParallaxInstancedSolid
                _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobableaf.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobableafnrm.dds
                _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds
                _SpecularIntensity = 0.100000001
                _SpecularPower = 15
                _Hapke = 1
                _Cutoff = 0.5
                _FresnelPower = 3
                _Transmission = 1
                _BumpScale = 1
                _EnvironmentMapFactor = 1
                _WindScale = 0.0799999982
                _WindHeightStart = 0.0500000007
                _WindHeightFactor = 2
                _WindSpeed = 0
                _WindIntensity = 0
                _Color = 1,1,1,1
                _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1
                _CullMode = 0
                Keywords
                {
                    name = ALPHA_CUTOFF
                    name = TWO_SIDED
                    name = WIND
                }
            }
            Distribution
            {
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobableaves
                        range = 0
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtreetop
                        range = 0
                        MaterialOverride
                        {
                            _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutouttop.dds
                            _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutouttopnrm.dds
                        }
                    }
                }
            }
        }
        Scatter
        {
            name = Icebergs
            model = Parallax_StockScatterTextures/Models/Laythe/iceberg0
            collisionLevel = 4
            Optimizations
            {
                frustumCullingStartRange = 8000
                frustumCullingScreenMargin = -1400
                maxObjects = 4500
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 200
                octaves = 6
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedBiplanar
                _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds
                _Tiling = 0.03
                _SpecularIntensity = 1
                _SpecularPower = 20
                _Hapke = 0.600000024
                _BumpScale = 1
                _FresnelPower = 7
                _EnvironmentMapFactor = 1
                _Color = 1,0.970000029,1,1
                _FresnelColor = 0.100000001,0.100000001,0.100000001,1
                Keywords
                {
                }
            }
            Distribution
            {
                seed = 0.209999993
                spawnChance = 0.0149999997
                range = 20000
                populationMultiplier = 1
                minScale = 20,20,20
                maxScale = 20,20,20
                scaleRandomness = 0.5
                cutoffScale = 0
                steepPower = 9
                steepContrast = 6
                steepMidpoint = 0.763000011
                maxNormalDeviance = 0.5
                minAltitude = -800
                maxAltitude = 1
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                placementAltitude = 0
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/iceberg1
                        range = 2000
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/iceberg1
                        range = 4000
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = KSC
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Grasslands
                    name = Highlands
                    name = Shores
                    name = Mountains
                }
            }
        }
        Scatter
        {
            name = SmallIcebergs
            model = Parallax_StockScatterTextures/Models/Laythe/smalliceberg0
            collisionLevel = 4
            Optimizations
            {
                frustumCullingStartRange = 8000
                frustumCullingScreenMargin = -1400
                maxObjects = 7500
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 200
                octaves = 6
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedBiplanar
                _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds
                _Tiling = 0.03
                _SpecularIntensity = 1
                _SpecularPower = 20
                _Hapke = 0.600000024
                _BumpScale = 1
                _FresnelPower = 7
                _EnvironmentMapFactor = 1
                _Color = 1,0.970000029,1,1
                _FresnelColor = 0.100000001,0.100000001,0.100000001,1
                Keywords
                {
                }
            }
            Distribution
            {
                seed = 0.200000003
                spawnChance = 0.0149999997
                range = 20000
                populationMultiplier = 2
                minScale = 20,20,20
                maxScale = 20,20,20
                scaleRandomness = 0.5
                cutoffScale = 0
                steepPower = 9
                steepContrast = 6
                steepMidpoint = 0.763000011
                maxNormalDeviance = 0.5
                minAltitude = -900
                maxAltitude = -800
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                placementAltitude = 0
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/smalliceberg1
                        range = 1000
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/smalliceberg2
                        range = 3000
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Grasslands
                    name = Highlands
                    name = Shores
                    name = Mountains
                }
            }
        }
        Scatter
        {
            name = TinyIcebergs
            model = Parallax_StockScatterTextures/Models/Laythe/tinyiceberg0
            collisionLevel = 4
            Optimizations
            {
                frustumCullingStartRange = 1500
                frustumCullingScreenMargin = -1400
                maxObjects = 9000
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 200
                octaves = 6
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedBiplanar
                _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds
                _Tiling = 0.03
                _SpecularIntensity = 1
                _SpecularPower = 20
                _Hapke = 0.600000024
                _BumpScale = 1
                _FresnelPower = 7
                _EnvironmentMapFactor = 1
                _Color = 1,0.970000029,1,1
                _FresnelColor = 0.100000001,0.100000001,0.100000001,1
                Keywords
                {
                }
            }
            Distribution
            {
                seed = 0.610000014
                spawnChance = 0.0350000001
                range = 10000
                populationMultiplier = 1
                minScale = 20,20,20
                maxScale = 20,20,20
                scaleRandomness = 0.5
                cutoffScale = 0
                steepPower = 9
                steepContrast = 6
                steepMidpoint = 0.763000011
                maxNormalDeviance = 0.5
                minAltitude = -950
                maxAltitude = -850
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                placementAltitude = 0
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/tinyiceberg1
                        range = 1700
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Laythe/tinyiceberg2
                        range = 3500
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Grasslands
                    name = Highlands
                    name = Shores
                    name = Mountains
                }
            }
        }
        Scatter
        {
            name = GiantBerg
            model = Parallax_StockScatterTextures/Models/Kerbin/hugeberg0
            collisionLevel = 4
            Optimizations
            {
                frustumCullingStartRange = 8000
                frustumCullingScreenMargin = -9400
                maxObjects = 800
            }
            SubdivisionSettings
            {
                subdivisionRangeMode = noSubdivision
            }
            DistributionNoise
            {
                noiseType = simplexPerlin
                inverted = False
                frequency = 200
                octaves = 6
                lacunarity = 2
                seed = 0
            }
            Material
            {
                shader = Custom/ParallaxInstancedBiplanar
                _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds
                _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds
                _Tiling = 0.03
                _SpecularIntensity = 1
                _SpecularPower = 20
                _Hapke = 0.600000024
                _BumpScale = 1
                _FresnelPower = 7
                _EnvironmentMapFactor = 1
                _Color = 1,0.970000029,1,1
                _FresnelColor = 0.100000001,0.100000001,0.100000001,1
                Keywords
                {
                }
            }
            Distribution
            {
                seed = 0.699999988
                spawnChance = 0.00100000005
                range = 10000
                populationMultiplier = 1
                minScale = 1,1,1
                maxScale = 1,1,1
                scaleRandomness = 0.5
                cutoffScale = 0.5
                steepPower = 9
                steepContrast = 6
                steepMidpoint = 0.763000011
                maxNormalDeviance = 0.5
                minAltitude = -750
                maxAltitude = 0
                altitudeFadeRange = 10
                alignToTerrainNormal = False
                placementAltitude = 0
                coloredByTerrain = false
                LODs
                {
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/hugeberg1
                        range = 5000
                        MaterialOverride
                        {
                        }
                    }
                    LOD
                    {
                        model = Parallax_StockScatterTextures/Models/Kerbin/hugeberg2
                        range = 9999
                        MaterialOverride
                        {
                        }
                    }
                }
                BiomeBlacklist
                {
                    name = Water
                    name = Deserts
                    name = Badlands
                    name = Tundra
                    name = Ice Caps
                    name = Northern Ice Shelf
                    name = Southern Ice Shelf
                    name = Grasslands
                    name = Highlands
                    name = Shores
                    name = Mountains
                }
            }
        }
    }
}

Edited by Errol
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