private void AddPerlinNoise(Vector3[] vertices, PerlinNoiseLayer layer, float time) { for (int i = 0; i < vertices.Length; i++) { var x = vertices[i].x * layer.Scale + time * layer.Speed; var z = vertices[i].z * layer.Scale + time * layer.Speed; vertices[i].y += (Mathf.PerlinNoise(x, z) - 0.5f) * layer.Height; } }
private static void AddPerlinNoise(Vector3[] vertices, PerlinNoiseLayer layer, float time) { for (int i = 0; i < vertices.Length; i++) { float x = vertices[i].x * layer.scale + time * layer.speed; float z = vertices[i].z * layer.scale + time * layer.speed; vertices[i].y = (Mathf.PerlinNoise(x, z) - 0.5f) * layer.height; } }