void Start() { // Here we can get away with a lower resolution for the render texture as it doesn't need the full float flowMap = RTUtility.CreateRenderTextures(TEX_SIZE, RenderTextureFormat.ARGBHalf); waterMap = RTUtility.CreateRenderTextures(TEX_SIZE, RenderTextureFormat.RFloat); terrainMap = new RenderTexture(TEX_SIZE, TEX_SIZE, 0, RenderTextureFormat.RFloat) { wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Point }; GenerateWorld(); // Clear all the render textures and generate the heightmap RTUtility.ClearColor(terrainMap); RTUtility.ClearColor(flowMap); RTUtility.ClearColor(waterMap); terrainMap = HeightmapGenerator.GenerateHeightMap(terrainMap, TERRAIN_HEIGHT, 8, 0.3f, 3f); }