public bool StartGeneratingNoise(NoiseGenerationRequest NoiseRequest)
        {
            if (Processing)
            {
                return(false);
            }

            Datas        = new float[NoiseRequest.Lods][];
            UsedTextures = new RenderTexture[NoiseRequest.Lods];
            int kernelHandle = CShader.FindKernel("CSMain");

            for (int i = 0; i < NoiseRequest.Lods; i++)
            {
                Datas[i] = new float[65 * 65 * 65];
                RenderTexture tex = new RenderTexture(65, 65, 24);
                tex.dimension         = UnityEngine.Rendering.TextureDimension.Tex3D;
                tex.volumeDepth       = 65;
                tex.enableRandomWrite = true;

                Util.NoiseInfo data = new Util.NoiseInfo();


                // LOD1 -32, -32

                // LOD2 -64, -64

                float LODOffset = Mathf.Pow(2, 5 + i);

                data.offset    = new Vector3(-LODOffset, -LODOffset, -LODOffset) + NoiseRequest.Center;
                data.frequency = 1.0f / (float)i;

                Util.NoiseInfo[] arrdata = new Util.NoiseInfo[1];
                arrdata[0] = data;

                ComputeBuffer buffer = new ComputeBuffer(1, 16);
                buffer.SetData(arrdata);

                CShader.SetBuffer(kernelHandle, "dataBuffer", buffer);
                CShader.SetTexture(kernelHandle, "Result", tex);
                CShader.Dispatch(kernelHandle, 16, 16, 16);


                //AsyncTextureReader.RequestTextureData(tex.GetNativeTexturePtr());

                AsyncTextureReader.RequestTexture3DDataWPtr(tex.GetNativeTexturePtr());
            }

            return(true);
        }