public void createNoise( int seedSurface, int seedLand, int seedLandColour01, int seedLandColour23, int seedCity, int seedCloud )
		{
			perlinNoiseSurface		= new PlanetNoisePerlin( seedSurface );
			perlinNoiseLand			= new PlanetNoisePerlin( seedLand );
			perlinNoiseLandColour01	= new PlanetNoisePerlin( seedLandColour01 );
			perlinNoiseLandColour23	= new PlanetNoisePerlin( seedLandColour23 );

			_cityRnd				= new System.Random( seedCity );

			perlinNoiseCloud		= new PlanetNoisePerlin( seedCloud );
			
			worleyNoiseCloud		= new PlanetNoiseWorley( seedCloud );

			isDoingCityWork			= false;

#if USE_GPU
			if( noiseComputeShader == null )
			{
				useComputerShader = false;

				if( SystemInfo.supportsComputeShaders )
				{
					useComputerShader	= true;

					noiseComputeShader	= ( ComputeShader ) AssetDatabase.LoadAssetAtPath( computeShaderPath, typeof( ComputeShader ) );

					if( noiseComputeShader )
					{
						_diffuseKernel	= noiseComputeShader.FindKernel( "diffuseNoiseKernel" );
						_cloudKernel	= noiseComputeShader.FindKernel( "cloudNoiseKernel" );
					}
					else
					{
						Debug.LogError( "couldn't load " + computeShaderPath );
						useComputerShader = false;
					}
				}
			}
#endif
		}
		public void createNoise( int seedSurface, int seedLand, int seedLandColour01, int seedLandColour23, int seedCity, int seedCloud )
		{
			perlinNoiseSurface		= new PlanetNoisePerlin( seedSurface );
			perlinNoiseLand			= new PlanetNoisePerlin( seedLand );
			perlinNoiseLandColour01	= new PlanetNoisePerlin( seedLandColour01 );
			perlinNoiseLandColour23	= new PlanetNoisePerlin( seedLandColour23 );

			_cityRnd				= new System.Random( seedCity );

			perlinNoiseCloud		= new PlanetNoisePerlin( seedCloud );
			
			worleyNoiseCloud		= new PlanetNoiseWorley( seedCloud );

			isDoingCityWork			= false;

#if USE_GPU
			if( noiseComputeShader == null )
			{
				useComputerShader = false;

				if( SystemInfo.supportsComputeShaders )
				{
					useComputerShader	= true;

					noiseComputeShader	= ( ComputeShader ) AssetDatabase.LoadAssetAtPath( computeShaderPath, typeof( ComputeShader ) );

					if( noiseComputeShader )
					{
						_diffuseKernel	= noiseComputeShader.FindKernel( "diffuseNoiseKernel" );
						_cloudKernel	= noiseComputeShader.FindKernel( "cloudNoiseKernel" );
					}
					else
					{
						//Debug.LogError( "couldn't load " + computeShaderPath );
						useComputerShader = false;
					}
				}
			}
#endif
		}