public static void Compute(Vector2Array output, int seed = 0) { ComputeShader shader; int kernelId; GetRandomVec2(out shader, out kernelId); NoiseCommon.Compute(output, shader, kernelId, seed); }
//------------------------------------------------------------------------- // end: GPU compute / grid samples // GPU compute / custom samples //------------------------------------------------------------------------- public static void Compute(Vector2Array input, FloatArray output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor) { ComputeShader shader; int kernelId; GetClassicCustom2(out shader, out kernelId); NoiseCommon.Compute(input, output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor); }
//------------------------------------------------------------------------- // end: common // GPU compute / grid samples //------------------------------------------------------------------------- public static void Compute(Vector2Array output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor) { ComputeShader shader; int kernelId; GetSimplexGradientGrid2(out shader, out kernelId); NoiseCommon.Compute(output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor); }