public CellularNoiseGenerator(int seed = 12345, float frequency = 0.1f, FastNoise.CellularDistanceFunction cellularDistanceFunction = FastNoise.CellularDistanceFunction.Euclidean, FastNoise.CellularReturnType cellularReturnType = FastNoise.CellularReturnType.CellValue) { fastNoise = new FastNoise(seed); fastNoise.SetNoiseType(FastNoise.NoiseType.Cellular); fastNoise.SetFrequency(frequency); fastNoise.SetCellularDistanceFunction(cellularDistanceFunction); fastNoise.SetCellularReturnType(cellularReturnType); }
public static ValueMap CellNoise(int seed, Vector2Int size, Vector2 offset, FastNoise.CellularDistanceFunction distanceFunction, FastNoise.CellularReturnType returnType, float jitter = 0.45f, float frequency = 0.02f) { var noise = new FastNoise(seed); noise.SetCellularDistanceFunction(distanceFunction); noise.SetCellularReturnType(returnType); noise.SetCellularJitter(jitter); noise.SetFrequency(frequency); ValueMap output = ValueMap.CreateInstance(size); for (int x = 0; x < size.x; x++) { for (int y = 0; y < size.y; y++) { output[x, y] = noise.GetCellular(offset.x + x, offset.y + y); } } return(output); }