public void OnPostRender() { if (!_material) { _material = new Material(Shader.Find("Hidden/Internal-Colored")); } GL.PushMatrix(); GL.LoadOrtho(); _material.SetPass(0); GL.Begin(GL.LINES); GL.Color(Color.red); var startX = 0f; var endX = 1f; var count = 1000; var delta = (endX - startX) / count; var x = startX; for (var i = 0; i < count; i++) { var y = 0.5f; var offset = _noise.Evaluate(x * _frequency) * _amplitude; GL.Vertex(new Vector3(x, y + offset, 0.5f)); x += delta; offset = _noise.Evaluate(x * _frequency) * _amplitude; GL.Vertex(new Vector3(x, y + offset, 0.5f)); } GL.End(); GL.PopMatrix(); }