void SetRidgeNoiseSettings(PRNG prng, bool randomizeValues) { const string ridgeSuffix = "_ridge"; const string detailSuffix = "_ridge2"; if (randomizeValues) { // Randomize ridge mask var randomizedMaskNoise = new SimpleNoiseSettings() { numLayers = 4, lacunarity = 2, persistence = 0.6f, elevation = 1 }; randomizedMaskNoise.scale = prng.Range(0.5f, 2f); // Randomize ridge noise var chance = new Chance(prng); var randomizedRidgeNoise = new RidgeNoiseSettings() { numLayers = 4, power = 3, gain = 1, peakSmoothing = 2 }; randomizedRidgeNoise.elevation = Mathf.Lerp(1, 7, prng.ValueBiasLower(0.3f)); randomizedRidgeNoise.scale = prng.Range(1f, 3f); randomizedRidgeNoise.lacunarity = prng.Range(1f, 5f); randomizedRidgeNoise.persistence = 0.42f; randomizedRidgeNoise.power = prng.Range(1.5f, 3.5f); randomizedRidgeNoise.SetComputeValues(heightMapCompute, prng, ridgeSuffix); randomizedMaskNoise.SetComputeValues(heightMapCompute, prng, detailSuffix); } else { ridgeNoise.SetComputeValues(heightMapCompute, prng, ridgeSuffix); ridgeNoise2.SetComputeValues(heightMapCompute, prng, detailSuffix); } }