def get_color(type):
        """
        Each channel represents a type. This should be aligned with shader terrain.frag.glsl
        Args:
            type: MetaDriveType

        Returns:

        """
        # !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
        # Note: modify it with shaders together!
        if MetaDriveType.is_yellow_line(type):
            # return (255, 0, 0, 0)
            # return (1, 0, 0, 0)
            return MapTerrainSemanticColor.YELLOW
        elif MetaDriveType.is_lane(type):
            # return (0, 1, 0, 0)
            return 20
        elif type == MetaDriveType.GROUND:
            # return (0, 0, 1, 0)
            return 00
        elif MetaDriveType.is_white_line(type) or MetaDriveType.is_road_boundary_line(type):
            # return (0, 0, 0, 1)
            return MapTerrainSemanticColor.WHITE
        elif type == MetaDriveType.CROSSWALK:
            # The range of crosswalk value is 0.4 <= value < 0.76,
            # so people can save the angle (degree) of the crosswalk in attribute map
            # the value * 10 = angle of crosswalk. It is a trick for saving memory.
            return 40  # this value can be overwritten latter
        else:
            raise ValueError("Unsupported type: {}".format(type))
        # !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
        # Note: modify it with shaders together!

        Each channel represents a type. This should be aligned with shader terrain.frag.glsl
        Args:
            type: MetaDriveType

        Returns:

        
metadrive/constants.py