public static void Compute(Vector3Array output, int seed = 0) { ComputeShader shader; int kernelId; GetRandomVec3(out shader, out kernelId); NoiseCommon.Compute(output, shader, kernelId, seed); }
public static void Compute(Vector3Array input, FloatArray output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor) { ComputeShader shader; int kernelId; GetClassicCustom3(out shader, out kernelId); NoiseCommon.Compute(input, output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor); }
public static void Compute(Vector3Array output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor) { ComputeShader shader; int kernelId; GetSimplexGradientGrid3(out shader, out kernelId); NoiseCommon.Compute(output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor); }