public Texture2D MakeDebugTexture(float distPerPixel, int size) { Texture2D tex = new Texture2D(size, size); tex.filterMode = FilterMode.Bilinear; float start = -distPerPixel * size / 2; float fullRange = baseLayer.Range + midLayer1.Range + midLayer2.Range + detailLayer.Range; for (int y = 0; y < size; y++) { for (int x = 0; x < size; x++) { float val = GetFullElevation(new Vector2(start + distPerPixel * x, start + distPerPixel * y)); val = GS.DualLerp(0f, 1f, -fullRange, fullRange, val); tex.SetPixel(x, y, new Color(val, val, val)); } } tex.Apply(); return(tex); }