예제 #1
0
        public static UnityNoiseBase addFastNoiseSIMDUnity(GameObject gameObject)
        {
            FastNoiseSIMDUnity        fastNoise = gameObject.AddComponent <FastNoiseSIMDUnity>();
            FastNoiseSIMDUnityWrapper wrapper   = gameObject.AddComponent <FastNoiseSIMDUnityWrapper>();

            wrapper.fastNoiseSIMDUnity = fastNoise;
            return(wrapper);
        }
    public override void DrawPreview(Rect previewArea)
    {
        FastNoiseSIMDUnity fastNoiseSIMDUnity = ((FastNoiseSIMDUnity)target);
        FastNoiseSIMD      fastNoiseSIMD      = fastNoiseSIMDUnity.fastNoiseSIMD;

        Texture2D tex = new Texture2D((int)previewArea.width, (int)previewArea.height);

        Color32[] pixels = new Color32[tex.width * tex.height];

        Vector3[] vectors = new Vector3[tex.width * tex.height];

        int index = 0;

        for (int y = 0; y < tex.height; y++)
        {
            for (int x = 0; x < tex.width; x++)
            {
                vectors[index++] = new Vector3(x, y);
            }
        }

        float[] noiseSet = new float[vectors.Length];
        fastNoiseSIMD.FillNoiseSetVector(noiseSet, new FastNoiseSIMD.VectorSet(vectors));

        float min = Single.MaxValue;
        float max = Single.MinValue;

        for (int i = 0; i < noiseSet.Length; i++)
        {
            min = Mathf.Min(min, noiseSet[i]);
            max = Mathf.Max(max, noiseSet[i]);
        }

        float scale = 255f / (max - min);

        for (int i = 0; i < noiseSet.Length; i++)
        {
            byte noise = (byte)Mathf.Clamp((noiseSet[i] - min) * scale, 0f, 255f);
            pixels[i] = new Color32(noise, noise, noise, 255);
        }

        tex.SetPixels32(pixels);
        tex.Apply();
        GUI.DrawTexture(previewArea, tex, ScaleMode.StretchToFill, false);
    }
    public override void OnInspectorGUI()
    {
        FastNoiseSIMDUnity fastNoiseSIMDUnity = ((FastNoiseSIMDUnity)target);
        FastNoiseSIMD      fastNoiseSIMD      = fastNoiseSIMDUnity.fastNoiseSIMD;

        fastNoiseSIMDUnity.noiseName = EditorGUILayout.TextField("Name", fastNoiseSIMDUnity.noiseName);

        fastNoiseSIMDUnity.generalSettingsFold = EditorGUILayout.Foldout(fastNoiseSIMDUnity.generalSettingsFold,
                                                                         "General Settings");

        if (fastNoiseSIMDUnity.generalSettingsFold)
        {
            fastNoiseSIMD.SetNoiseType(
                fastNoiseSIMDUnity.noiseType =
                    (FastNoiseSIMD.NoiseType)EditorGUILayout.EnumPopup("Noise Type", fastNoiseSIMDUnity.noiseType));
            fastNoiseSIMD.SetSeed(fastNoiseSIMDUnity.seed = EditorGUILayout.IntField("Seed", fastNoiseSIMDUnity.seed));
            fastNoiseSIMD.SetFrequency(
                fastNoiseSIMDUnity.frequency = EditorGUILayout.FloatField("Frequency", fastNoiseSIMDUnity.frequency));

            fastNoiseSIMDUnity.axisScales = EditorGUILayout.Vector3Field("Axis Scales", fastNoiseSIMDUnity.axisScales);
            fastNoiseSIMD.SetAxisScales(fastNoiseSIMDUnity.axisScales.x, fastNoiseSIMDUnity.axisScales.y,
                                        fastNoiseSIMDUnity.axisScales.z);
        }

        fastNoiseSIMDUnity.fractalSettingsFold = EditorGUILayout.Foldout(fastNoiseSIMDUnity.fractalSettingsFold,
                                                                         "Fractal Settings");

        if (fastNoiseSIMDUnity.fractalSettingsFold)
        {
            fastNoiseSIMD.SetFractalType(
                fastNoiseSIMDUnity.fractalType =
                    (FastNoiseSIMD.FractalType)EditorGUILayout.EnumPopup("Fractal Type", fastNoiseSIMDUnity.fractalType));
            fastNoiseSIMD.SetFractalOctaves(
                fastNoiseSIMDUnity.octaves = EditorGUILayout.IntSlider("Octaves", fastNoiseSIMDUnity.octaves, 2, 9));
            fastNoiseSIMD.SetFractalLacunarity(
                fastNoiseSIMDUnity.lacunarity = EditorGUILayout.FloatField("Lacunarity", fastNoiseSIMDUnity.lacunarity));
            fastNoiseSIMD.SetFractalGain(fastNoiseSIMDUnity.gain = EditorGUILayout.FloatField("Gain", fastNoiseSIMDUnity.gain));
        }

        fastNoiseSIMDUnity.cellularSettingsFold = EditorGUILayout.Foldout(fastNoiseSIMDUnity.cellularSettingsFold,
                                                                          "Cellular Settings");

        if (fastNoiseSIMDUnity.cellularSettingsFold)
        {
            fastNoiseSIMD.SetCellularReturnType(
                fastNoiseSIMDUnity.cellularReturnType =
                    (FastNoiseSIMD.CellularReturnType)EditorGUILayout.EnumPopup("Return Type", fastNoiseSIMDUnity.cellularReturnType));
            if (fastNoiseSIMDUnity.cellularReturnType == FastNoiseSIMD.CellularReturnType.NoiseLookup)
            {
                fastNoiseSIMD.SetCellularNoiseLookupType(
                    fastNoiseSIMDUnity.cellularNoiseLookupType =
                        (FastNoiseSIMD.NoiseType)
                        EditorGUILayout.EnumPopup("Noise Lookup Type", fastNoiseSIMDUnity.cellularNoiseLookupType));
                fastNoiseSIMD.SetCellularNoiseLookupFrequency(
                    fastNoiseSIMDUnity.cellularNoiseLookupFrequency =
                        EditorGUILayout.FloatField("Noise Lookup Frequency", fastNoiseSIMDUnity.cellularNoiseLookupFrequency));
            }
            fastNoiseSIMD.SetCellularDistanceFunction(
                fastNoiseSIMDUnity.cellularDistanceFunction =
                    (FastNoiseSIMD.CellularDistanceFunction)
                    EditorGUILayout.EnumPopup("Distance Function", fastNoiseSIMDUnity.cellularDistanceFunction));

            fastNoiseSIMDUnity.cellularDistanceIndex0 = EditorGUILayout.IntSlider("Distance2 Index 0", Mathf.Min(fastNoiseSIMDUnity.cellularDistanceIndex0, fastNoiseSIMDUnity.cellularDistanceIndex1 - 1), 0, 2);
            fastNoiseSIMDUnity.cellularDistanceIndex1 = EditorGUILayout.IntSlider("Distance2 Index 1", fastNoiseSIMDUnity.cellularDistanceIndex1, 1, 3);
            fastNoiseSIMD.SetCellularDistance2Indicies(fastNoiseSIMDUnity.cellularDistanceIndex0, fastNoiseSIMDUnity.cellularDistanceIndex1);

            fastNoiseSIMD.SetCellularJitter(
                fastNoiseSIMDUnity.cellularJitter =
                    EditorGUILayout.Slider("Cell Jitter", fastNoiseSIMDUnity.cellularJitter, 0f, 1f));
        }

        fastNoiseSIMDUnity.perturbSettingsFold = EditorGUILayout.Foldout(fastNoiseSIMDUnity.perturbSettingsFold,
                                                                         "Perturb Settings");

        if (fastNoiseSIMDUnity.perturbSettingsFold)
        {
            fastNoiseSIMD.SetPerturbType(
                fastNoiseSIMDUnity.perturbType =
                    (FastNoiseSIMD.PerturbType)EditorGUILayout.EnumPopup("Perturb Type", fastNoiseSIMDUnity.perturbType));
            fastNoiseSIMD.SetPerturbAmp(
                fastNoiseSIMDUnity.perturbAmp = EditorGUILayout.FloatField("Amp", fastNoiseSIMDUnity.perturbAmp));
            fastNoiseSIMD.SetPerturbFrequency(
                fastNoiseSIMDUnity.perturbFrequency = EditorGUILayout.FloatField("Frequency", fastNoiseSIMDUnity.perturbFrequency));

            if (fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.GradientFractal ||
                fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.GradientFractal_Normalise)
            {
                fastNoiseSIMD.SetPerturbFractalOctaves(
                    fastNoiseSIMDUnity.perturbOctaves =
                        EditorGUILayout.IntSlider("Fractal Octaves", fastNoiseSIMDUnity.perturbOctaves, 2, 9));
                fastNoiseSIMD.SetPerturbFractalLacunarity(
                    fastNoiseSIMDUnity.perturbLacunarity =
                        EditorGUILayout.FloatField("Fractal Lacunarity", fastNoiseSIMDUnity.perturbLacunarity));
                fastNoiseSIMD.SetPerturbFractalGain(
                    fastNoiseSIMDUnity.perturbGain = EditorGUILayout.FloatField("Fractal Gain", fastNoiseSIMDUnity.perturbGain));
            }
            if (fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.Normalise ||
                fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.Gradient_Normalise ||
                fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.GradientFractal_Normalise)
            {
                fastNoiseSIMD.SetPerturbNormaliseLength(
                    fastNoiseSIMDUnity.perturbNormaliseLength =
                        EditorGUILayout.FloatField("Normalise Length", fastNoiseSIMDUnity.perturbNormaliseLength));
            }
        }

        if (GUILayout.Button("Reset"))
        {
            fastNoiseSIMD.SetSeed(fastNoiseSIMDUnity.seed           = 1337);
            fastNoiseSIMD.SetFrequency(fastNoiseSIMDUnity.frequency = 0.01f);
            fastNoiseSIMD.SetNoiseType(fastNoiseSIMDUnity.noiseType = FastNoiseSIMD.NoiseType.Simplex);

            fastNoiseSIMD.SetFractalOctaves(fastNoiseSIMDUnity.octaves       = 3);
            fastNoiseSIMD.SetFractalLacunarity(fastNoiseSIMDUnity.lacunarity = 2.0f);
            fastNoiseSIMD.SetFractalGain(fastNoiseSIMDUnity.gain             = 0.5f);
            fastNoiseSIMD.SetFractalType(fastNoiseSIMDUnity.fractalType      = FastNoiseSIMD.FractalType.FBM);

            fastNoiseSIMD.SetCellularDistanceFunction(
                fastNoiseSIMDUnity.cellularDistanceFunction = FastNoiseSIMD.CellularDistanceFunction.Euclidean);
            fastNoiseSIMD.SetCellularReturnType(
                fastNoiseSIMDUnity.cellularReturnType = FastNoiseSIMD.CellularReturnType.CellValue);

            fastNoiseSIMD.SetCellularNoiseLookupType(fastNoiseSIMDUnity.cellularNoiseLookupType           = FastNoiseSIMD.NoiseType.Simplex);
            fastNoiseSIMD.SetCellularNoiseLookupFrequency(fastNoiseSIMDUnity.cellularNoiseLookupFrequency = 0.2f);

            fastNoiseSIMD.SetCellularDistance2Indicies(fastNoiseSIMDUnity.cellularDistanceIndex0 = 0, fastNoiseSIMDUnity.cellularDistanceIndex1 = 1);
            fastNoiseSIMD.SetCellularJitter(fastNoiseSIMDUnity.cellularJitter = 0.45f);

            fastNoiseSIMD.SetPerturbType(fastNoiseSIMDUnity.perturbType           = FastNoiseSIMD.PerturbType.None);
            fastNoiseSIMD.SetPerturbAmp(fastNoiseSIMDUnity.perturbAmp             = 1.0f);
            fastNoiseSIMD.SetPerturbFrequency(fastNoiseSIMDUnity.perturbFrequency = 0.5f);

            fastNoiseSIMD.SetPerturbFractalOctaves(fastNoiseSIMDUnity.perturbOctaves       = 3);
            fastNoiseSIMD.SetPerturbFractalLacunarity(fastNoiseSIMDUnity.perturbLacunarity = 2.0f);
            fastNoiseSIMD.SetPerturbFractalGain(fastNoiseSIMDUnity.perturbGain             = 0.5f);
        }
    }
예제 #4
0
    public override void OnInspectorGUI()
    {
        FastNoiseSIMDUnity fastNoiseSIMDUnity = ((FastNoiseSIMDUnity)target);
        FastNoiseSIMD      fastNoiseSIMD      = fastNoiseSIMDUnity.fastNoiseSIMD;

        bool changed = false;

        changed |= Refresh(ref fastNoiseSIMDUnity.noiseName, EditorGUILayout.TextField("Name", fastNoiseSIMDUnity.noiseName));

        changed |= Refresh(ref fastNoiseSIMDUnity.generalSettingsFold, EditorGUILayout.Foldout(fastNoiseSIMDUnity.generalSettingsFold, "General Settings"));

        if (fastNoiseSIMDUnity.generalSettingsFold)
        {
            changed |= Refresh(ref fastNoiseSIMDUnity.noiseType, (FastNoiseSIMD.NoiseType)EditorGUILayout.EnumPopup("Noise Type", fastNoiseSIMDUnity.noiseType));
            changed |= Refresh(ref fastNoiseSIMDUnity.seed, EditorGUILayout.IntField("Seed", fastNoiseSIMDUnity.seed));
            changed |= Refresh(ref fastNoiseSIMDUnity.scale, EditorGUILayout.FloatField("Global Scale", fastNoiseSIMDUnity.scale));
            fastNoiseSIMD.SetNoiseType(fastNoiseSIMDUnity.noiseType);
            fastNoiseSIMD.SetSeed(fastNoiseSIMDUnity.seed);
            BaseTerrain t = fastNoiseSIMDUnity.GetComponentInParent <BaseTerrain>();
            fastNoiseSIMD.SetFrequency(1.0f / fastNoiseSIMDUnity.scale);

            Vector3 axisScales = EditorGUILayout.Vector3Field("Axis Scales", fastNoiseSIMDUnity.axisScales);
            if (axisScales.x == 0)
            {
                axisScales.x = 1.0f;
            }
            if (axisScales.y == 0)
            {
                axisScales.y = 1.0f;
            }
            if (axisScales.z == 0)
            {
                axisScales.z = 1.0f;
            }
            changed |= Refresh(ref fastNoiseSIMDUnity.axisScales, axisScales);
            fastNoiseSIMD.SetAxisScales(fastNoiseSIMDUnity.axisScales.x, fastNoiseSIMDUnity.axisScales.y,
                                        fastNoiseSIMDUnity.axisScales.z);
        }

        changed |= Refresh(ref fastNoiseSIMDUnity.fractalSettingsFold, EditorGUILayout.Foldout(fastNoiseSIMDUnity.fractalSettingsFold, "Fractal Settings"));

        if (fastNoiseSIMDUnity.fractalSettingsFold)
        {
            changed |= Refresh(ref fastNoiseSIMDUnity.fractalType, (FastNoiseSIMD.FractalType)EditorGUILayout.EnumPopup("Fractal Type", fastNoiseSIMDUnity.fractalType));
            changed |= Refresh(ref fastNoiseSIMDUnity.octaves, EditorGUILayout.IntSlider("Octaves", fastNoiseSIMDUnity.octaves, 2, 9));
            changed |= Refresh(ref fastNoiseSIMDUnity.lacunarity, EditorGUILayout.FloatField("Lacunarity", fastNoiseSIMDUnity.lacunarity));
            changed |= Refresh(ref fastNoiseSIMDUnity.gain, EditorGUILayout.FloatField("Gain", fastNoiseSIMDUnity.gain));
            fastNoiseSIMD.SetFractalType(fastNoiseSIMDUnity.fractalType);
            fastNoiseSIMD.SetFractalOctaves(fastNoiseSIMDUnity.octaves);
            fastNoiseSIMD.SetFractalLacunarity(fastNoiseSIMDUnity.lacunarity);
            fastNoiseSIMD.SetFractalGain(fastNoiseSIMDUnity.gain);
        }

        changed |= Refresh(ref fastNoiseSIMDUnity.cellularSettingsFold, EditorGUILayout.Foldout(fastNoiseSIMDUnity.cellularSettingsFold, "Cellular Settings"));

        if (fastNoiseSIMDUnity.cellularSettingsFold)
        {
            changed |= Refresh(ref fastNoiseSIMDUnity.cellularReturnType, (FastNoiseSIMD.CellularReturnType)EditorGUILayout.EnumPopup("Return Type", fastNoiseSIMDUnity.cellularReturnType));
            fastNoiseSIMD.SetCellularReturnType(fastNoiseSIMDUnity.cellularReturnType);

            if (fastNoiseSIMDUnity.cellularReturnType == FastNoiseSIMD.CellularReturnType.NoiseLookup)
            {
                changed |= Refresh(ref fastNoiseSIMDUnity.cellularNoiseLookupType, (FastNoiseSIMD.NoiseType)EditorGUILayout.EnumPopup("Noise Lookup Type", fastNoiseSIMDUnity.cellularNoiseLookupType));
                changed |= Refresh(ref fastNoiseSIMDUnity.cellularNoiseLookupFrequency, EditorGUILayout.FloatField("Noise Lookup Frequency", fastNoiseSIMDUnity.cellularNoiseLookupFrequency));
                fastNoiseSIMD.SetCellularNoiseLookupType(fastNoiseSIMDUnity.cellularNoiseLookupType);
                fastNoiseSIMD.SetCellularNoiseLookupFrequency(fastNoiseSIMDUnity.cellularNoiseLookupFrequency);
            }
            changed |= Refresh(ref fastNoiseSIMDUnity.cellularDistanceFunction, (FastNoiseSIMD.CellularDistanceFunction)EditorGUILayout.EnumPopup("Distance Function", fastNoiseSIMDUnity.cellularDistanceFunction));
            fastNoiseSIMD.SetCellularDistanceFunction(fastNoiseSIMDUnity.cellularDistanceFunction);

            changed |= Refresh(ref fastNoiseSIMDUnity.cellularDistanceIndex0, EditorGUILayout.IntSlider("Distance2 Index 0", Mathf.Min(fastNoiseSIMDUnity.cellularDistanceIndex0, fastNoiseSIMDUnity.cellularDistanceIndex1 - 1), 0, 2));
            changed |= Refresh(ref fastNoiseSIMDUnity.cellularDistanceIndex1, EditorGUILayout.IntSlider("Distance2 Index 1", fastNoiseSIMDUnity.cellularDistanceIndex1, 1, 3));
            fastNoiseSIMD.SetCellularDistance2Indicies(fastNoiseSIMDUnity.cellularDistanceIndex0, fastNoiseSIMDUnity.cellularDistanceIndex1);

            changed |= Refresh(ref fastNoiseSIMDUnity.cellularJitter, EditorGUILayout.Slider("Cell Jitter", fastNoiseSIMDUnity.cellularJitter, 0f, 1f));
            fastNoiseSIMD.SetCellularJitter(fastNoiseSIMDUnity.cellularJitter);
        }

        changed |= Refresh(ref fastNoiseSIMDUnity.perturbSettingsFold, EditorGUILayout.Foldout(fastNoiseSIMDUnity.perturbSettingsFold, "Perturb Settings"));

        if (fastNoiseSIMDUnity.perturbSettingsFold)
        {
            changed |= Refresh(ref fastNoiseSIMDUnity.perturbType, (FastNoiseSIMD.PerturbType)EditorGUILayout.EnumPopup("Perturb Type", fastNoiseSIMDUnity.perturbType));
            changed |= Refresh(ref fastNoiseSIMDUnity.perturbAmp, EditorGUILayout.FloatField("Amp", fastNoiseSIMDUnity.perturbAmp));
            changed |= Refresh(ref fastNoiseSIMDUnity.perturbFrequency, EditorGUILayout.FloatField("Frequency", fastNoiseSIMDUnity.perturbFrequency));
            fastNoiseSIMD.SetPerturbType(fastNoiseSIMDUnity.perturbType);
            fastNoiseSIMD.SetPerturbAmp(fastNoiseSIMDUnity.perturbAmp);
            fastNoiseSIMD.SetPerturbFrequency(fastNoiseSIMDUnity.perturbFrequency);

            if (fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.GradientFractal ||
                fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.GradientFractal_Normalise)
            {
                changed |= Refresh(ref fastNoiseSIMDUnity.perturbOctaves, EditorGUILayout.IntSlider("Fractal Octaves", fastNoiseSIMDUnity.perturbOctaves, 2, 9));
                changed |= Refresh(ref fastNoiseSIMDUnity.perturbLacunarity, EditorGUILayout.FloatField("Fractal Lacunarity", fastNoiseSIMDUnity.perturbLacunarity));
                changed |= Refresh(ref fastNoiseSIMDUnity.perturbGain, EditorGUILayout.FloatField("Fractal Gain", fastNoiseSIMDUnity.perturbGain));
                fastNoiseSIMD.SetPerturbFractalOctaves(fastNoiseSIMDUnity.perturbOctaves);
                fastNoiseSIMD.SetPerturbFractalLacunarity(fastNoiseSIMDUnity.perturbLacunarity);
                fastNoiseSIMD.SetPerturbFractalGain(fastNoiseSIMDUnity.perturbGain);
            }
            if (fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.Normalise ||
                fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.Gradient_Normalise ||
                fastNoiseSIMDUnity.perturbType == FastNoiseSIMD.PerturbType.GradientFractal_Normalise)
            {
                changed |= Refresh(ref fastNoiseSIMDUnity.perturbNormaliseLength, EditorGUILayout.FloatField("Normalise Length", fastNoiseSIMDUnity.perturbNormaliseLength));
                fastNoiseSIMD.SetPerturbNormaliseLength(fastNoiseSIMDUnity.perturbNormaliseLength);
            }
        }

        if (GUILayout.Button("Reset"))
        {
            fastNoiseSIMD.SetSeed(fastNoiseSIMDUnity.seed = 1337);
            fastNoiseSIMDUnity.scale = 100f;
            fastNoiseSIMD.SetFrequency(1.0f / fastNoiseSIMDUnity.scale);
            fastNoiseSIMD.SetNoiseType(fastNoiseSIMDUnity.noiseType = FastNoiseSIMD.NoiseType.Simplex);

            fastNoiseSIMD.SetFractalOctaves(fastNoiseSIMDUnity.octaves       = 3);
            fastNoiseSIMD.SetFractalLacunarity(fastNoiseSIMDUnity.lacunarity = 2.0f);
            fastNoiseSIMD.SetFractalGain(fastNoiseSIMDUnity.gain             = 0.5f);
            fastNoiseSIMD.SetFractalType(fastNoiseSIMDUnity.fractalType      = FastNoiseSIMD.FractalType.FBM);

            fastNoiseSIMD.SetCellularDistanceFunction(
                fastNoiseSIMDUnity.cellularDistanceFunction = FastNoiseSIMD.CellularDistanceFunction.Euclidean);
            fastNoiseSIMD.SetCellularReturnType(
                fastNoiseSIMDUnity.cellularReturnType = FastNoiseSIMD.CellularReturnType.CellValue);

            fastNoiseSIMD.SetCellularNoiseLookupType(fastNoiseSIMDUnity.cellularNoiseLookupType           = FastNoiseSIMD.NoiseType.Simplex);
            fastNoiseSIMD.SetCellularNoiseLookupFrequency(fastNoiseSIMDUnity.cellularNoiseLookupFrequency = 0.2f);

            fastNoiseSIMD.SetCellularDistance2Indicies(fastNoiseSIMDUnity.cellularDistanceIndex0 = 0, fastNoiseSIMDUnity.cellularDistanceIndex1 = 1);
            fastNoiseSIMD.SetCellularJitter(fastNoiseSIMDUnity.cellularJitter = 0.45f);

            fastNoiseSIMD.SetPerturbType(fastNoiseSIMDUnity.perturbType           = FastNoiseSIMD.PerturbType.None);
            fastNoiseSIMD.SetPerturbAmp(fastNoiseSIMDUnity.perturbAmp             = 1.0f);
            fastNoiseSIMD.SetPerturbFrequency(fastNoiseSIMDUnity.perturbFrequency = 0.5f);

            fastNoiseSIMD.SetPerturbFractalOctaves(fastNoiseSIMDUnity.perturbOctaves       = 3);
            fastNoiseSIMD.SetPerturbFractalLacunarity(fastNoiseSIMDUnity.perturbLacunarity = 2.0f);
            fastNoiseSIMD.SetPerturbFractalGain(fastNoiseSIMDUnity.perturbGain             = 0.5f);

            changed = true;
        }

        fastNoiseSIMDUnity.modified |= changed;
    }