public float GetAltitude(Vector3 pos, float baseRadius)
        {
            //Sample
            float surface = noise.Sum(pos, surfaceShape);

            float detail    = noise.Sum(pos, hillNoise);
            float mountains = noise.Sum(pos, mountainNoise);
            float diff      = mountains < detail ? 0 : (mountains - detail);

            //Blend
            float delta    = detail * hillHeight;         /*(detail > mountains)
                                                           * ? detail * hillHeight
                                                           * : (diff < blendAmount
                                                           * ? Mathf.Lerp(detail * hillHeight, mountains * mountainHeight, Mathf.Clamp01(diff / blendAmount))
                                                           * : mountains * mountainHeight);*/
            float combined = (surface > seaLevel) ? (surface * continentHeight) + delta : (surface * continentHeight);

            //Assign
            return(baseRadius + combined);
        }