/// <summary>
        /// Add a lake to the terrain
        /// </summary>
        private void AddLake(Terrain terrain, int tileX, int tileZ, int lakeSize = 150)
        {
            var data = terrain.terrainData;
            //Access height map
            var width = data.heightmapWidth;
            var height = data.heightmapHeight;
            var heightmap = data.GetHeights(0, 0, width, height);

            //random X and Z coordinate and sample height
            Vector3 lakeCenter = terrain.RandomPositionOnTerrain(lakeSize);

            var lakeRadius = lakeSize / 2;
            var coords = terrain.WorldToTerrainMapCoordinates(lakeCenter);
            int xCenter = (int)coords.x;
            int zCenter = (int)coords.z;

            var minDepth = 0.09f;
            for (int x = xCenter - lakeRadius; x < xCenter + lakeRadius; x++)
            {
                for (int z = zCenter - lakeRadius; z < zCenter + lakeRadius; z++)
                {
                    //deeper the closer to the center
                    float centerX = 1 - Math.Abs((float)(xCenter - x) / lakeRadius);
                    float centerZ = 1 - Math.Abs((float)(zCenter - z) / lakeRadius);

                    float avg = (centerX * centerZ) / 2;

                    var depth = minDepth * avg;

                    Mathf.Clamp(depth, minDepth - 0.01f, minDepth + 0.01f);

                    heightmap[z, x] -= depth;
                }
            }
            //Update height map
            data.SetHeights(0, 0, heightmap);

            lakeCenter.y -= 4.5f;

            var waterInstance = (GameObject)GameObject.Instantiate(_terrainSettings.WaterPrefab, lakeCenter, Quaternion.identity);
            waterInstance.SetParent(terrain.gameObject);
        }