void SetShaderData(Dictionary <Vector2, float[, ]> humidityMapDictionary, List <Vector2> coordList) { float[,] sharedHumidityMap = CombineNoiseMaps(humidityMapDictionary, coordList); Texture2D hmTexture = noiseDisplay.GenerateNoiseMapTexture(sharedHumidityMap); ShaderData sd = new ShaderData(noiseDisplay.customMaterial, mapSizeX, mapSizeY, chunkSize, chunkSize, hmTexture, noiseDisplay.regionMap); sd.SetMaxMinHeights(heightNoiseData.noiseIndex, GetHeightAt(1), GetHeightAt(0)); noiseDisplay.regionMap.SetShaderData(sd); }