float[,,] map = new float[length,length,prototypes.Length]; for (int x=0;x<length;x++){ for (int y=0;y<length;y++){ float tc = texture.GetPixel(x,y).r;
if (tc>max_road){ map[x,y,1] = 1f; } if (tc<min_road){ map[x,y,1] = 1f; } if (tc<max_road&&tc>min_road){ map[x,y,0] = 1f; } if (tc<max_road&&tc>min_road+0.2){ map[x,y,2] = 1f; } if (tc>min_road&&tc<min_road+0.05f){ map[x,y,2] = 1f; }