public float[,] GetHeightMap(int seed) { var heightMap = NoiseGenerator.GenerateNoiseMap(width, height, seed, heightParameters); var falloffMap = NoiseGenerator.GetFalloffMap(width, height, falloffA, falloffB); for (var y = 0; y < height; y++) { for (var x = 0; x < width; x++) { heightMap[x, y] = Mathf.Clamp01(heightMap[x, y] - falloffMap[x, y] * falloffMultiplier); } } return(heightMap); }
public float[,] GetRainMap(int seed) { return(NoiseGenerator.GenerateNoiseMap(width, height, seed, rainParameters)); }