public float m_Contribution = 1.0f; // level contribution to final height (1 = 100%) public CNoiseLayer(NoiseLayerType layerType, Vector3 noiseOffset, int octaves, float persistence, float frequency, float offset, float lacunarity, int hpower, float contribution) { m_LayerType = layerType; m_NoiseOffset = noiseOffset; m_Octaves = octaves; m_Persistence = persistence; m_Frequency = frequency; m_Offset = offset; m_Lacunarity = lacunarity; m_HPower = hpower; m_Contribution = contribution; }
public CNoiseLayer(NoiseLayerType layerType, Vector3 noiseOffset, int octaves, float persistence, float frequency, float offset, float lacunarity, int hpower, float contribution) { m_LayerType = layerType; m_NoiseOffset = noiseOffset; m_Octaves = octaves; m_Persistence = persistence; m_Frequency = frequency; m_Offset = offset; m_Lacunarity = lacunarity; m_HPower = hpower; m_Contribution = contribution; }