public static void Compute(Vector3Array output, int seed = 0)
        {
            ComputeShader shader;
            int           kernelId;

            GetRandomVec3(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, seed);
        }
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        public static void Compute(Vector3Array input, FloatArray output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetClassicCustom3(out shader, out kernelId);
            NoiseCommon.Compute(input, output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor);
        }
Esempio n. 3
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        public static void Compute(Vector3Array output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetSimplexGradientGrid3(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor);
        }