private void WrapTextures() { if (genericNoiseSource != null) { genericNoiseSource_Wrapped = new NoiseTexture(genericNoiseSource); } }
public Vector4 SampleNoise(Vector2 xzPosition, INoiseTexture source, float strength, NoiseType type) { Vector4 normalizedNoise = source.SampleBilinear( xzPosition.x * RenderConfig.NoiseScale, xzPosition.y * RenderConfig.NoiseScale ); if (type == NoiseType.NegativeOneToOne) { normalizedNoise.Set( normalizedNoise.x * 2f - 1f, normalizedNoise.y * 2f - 1f, normalizedNoise.z * 2f - 1f, normalizedNoise.w * 2f - 1f ); } return(normalizedNoise * strength); }