private void GenerateTerrain(int randomlayers = 0, int terrainGranularity = 0, float terrainStep = 0.0f, float terrainScale = 0.0f)
    {
        if (terrainGranularity <= 0)
        {
            terrainGranularity = TerrainGranularity;
        }
        if (terrainStep <= 0.0f)
        {
            terrainStep = TerrainStep;
        }
        if (terrainScale <= 0.0f)
        {
            terrainScale = TerrainScale;
        }

        if (randomlayers <= 0)
        {
            ObservedTerrain.GenerateEmpty(terrainStep, terrainScale);
        }
        else
        {
            ObservedTerrain.GenerateRandom(terrainStep, terrainScale, randomlayers);
        }

        TerrainGranularity = terrainGranularity;
        TerrainStep        = terrainStep;
        TerrainScale       = terrainScale;

        ObservedTerrain.Gridify(terrainGranularity);
        TerrainMesh.Clear();

        if (randomlayers <= 0)
        {
            return;
        }

        ObservedTerrain.Calculate();
        ObservedTerrain.Triangulate();
        ObservedTerrain.GetMeshData(out var vertices, out var indices, out var normals);
        TerrainMesh.vertices  = vertices;
        TerrainMesh.normals   = normals;
        TerrainMesh.triangles = indices;
    }
    private void Update()
    {
        // Precache information
        var mouse  = Input.mousePosition;
        var cam    = Camera.main;
        var center = cam.ScreenToWorldPoint(new Vector3(mouse.x, mouse.y, Vector3.Distance(cam.transform.position, transform.position) + BrushZCorretion));
        var alpha  = 0.0f;

        // Clear terrain
        if (Input.GetKeyDown(KeyCode.C))
        {
            ObservedTerrain.Clear();
            ObservedTerrain.Calculate();
            TerrainMesh.Clear();
        }

        // Terrain granularity adjustment
        var incgran = Input.GetKeyDown(KeyCode.UpArrow);
        var decgran = Input.GetKeyDown(KeyCode.DownArrow);

        if (incgran ^ decgran)
        {
            if (incgran)
            {
                ++TerrainGranularity;
            }
            if (decgran)
            {
                --TerrainGranularity;
            }
            if (TerrainGranularity < 1)
            {
                TerrainGranularity = 1;
            }
            ObservedTerrain.Gridify(TerrainGranularity);
            ObservedTerrain.Calculate();
            ObservedTerrain.Triangulate();
            ObservedTerrain.GetMeshData(out var vertices, out var indices, out var normals);
            TerrainMesh.Clear();
            TerrainMesh.vertices  = vertices;
            TerrainMesh.normals   = normals;
            TerrainMesh.triangles = indices;
        }

        // If mouse is inside terrain bounds
        if (TerrainCollider.bounds.Contains(center))
        {
            // Display brush with some alpha
            alpha = 0.75f;

            // Adjust brush
            if (Input.GetKey(KeyCode.Q))
            {
                BrushRadius += 0.01f;
            }
            if (Input.GetKey(KeyCode.E))
            {
                BrushRadius -= 0.01f;
            }
            if (BrushRadius <= 0.1f)
            {
                BrushRadius = 0.1f;
            }
            BrushZCorretion += Input.mouseScrollDelta.y / 10.0f;

            // Reset brush
            if (Input.GetKeyDown(KeyCode.R))
            {
                BrushRadius     = 1.0f;
                BrushZCorretion = 0.0f;
            }

            // Build/Clear terrain
            var build = Input.GetMouseButton(0);
            var clear = Input.GetMouseButton(1);
            if (build ^ clear)
            {
                if (build)
                {
                    ObservedTerrain.Update(new Vector3(center.z, center.y, center.x), BrushRadius, +BrushDelta);
                }
                if (clear)
                {
                    ObservedTerrain.Update(new Vector3(center.z, center.y, center.x), BrushRadius, -BrushDelta);
                }
                ObservedTerrain.Calculate();
                ObservedTerrain.Triangulate();
                ObservedTerrain.GetMeshData(out var vertices, out var indices, out var normals);
                TerrainMesh.Clear();
                TerrainMesh.vertices  = vertices;
                TerrainMesh.normals   = normals;
                TerrainMesh.triangles = indices;
            }
        }

        // Apply brush adjustment
        Brush.transform.position   = center;
        Brush.transform.localScale = new Vector3(BrushRadius, BrushRadius, BrushRadius);
        BrushMaterial.SetColor("_Color", new Color(0.75f, 0.75f, 0.75f, alpha));
    }