void Rebuild() { noise.Compute(); for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { float xCoord = (i / (float)width); float yCoord = (j / (float)height); Vector2 r = /*Quaternion.AngleAxis(rotation, Vector3.forward) * */ new Vector2(xCoord, yCoord); if (noise.colored) { Color c = noise.ResolveAsColor(r.x, r.y); texture.SetPixel(i, j, c); } else { float n = noise.Resolve(r.x, r.y); texture.SetPixel(i, j, n * Color.white); } } } texture.Apply(); }
void Rebuild() { for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { float xCoord = (i / (float)width) + offset.x; float yCoord = (j / (float)height) + offset.y; Vector2 r = Quaternion.AngleAxis(rotation, Vector3.forward) * new Vector2(xCoord, yCoord); if (noiseBox.colored) { Color c = noiseBox.ResolveAsColor(r.x, r.y); texture.SetPixel(i, j, c); } else { float n = noiseBox.Resolve(r.x, r.y); texture.SetPixel(i, j, n * fillColor + (1 - n) * secondary); } } } texture.Apply(); }