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public static float Noise3D(float x, float y, float z, float frequency, float amplitude, float persistence, int octave, int seed) | |
{ | |
float noise = 0.0f; | |
for (int i = 0; i < octave; ++i) | |
{ | |
// Get all permutations of noise for each individual axis | |
float noiseXY = Mathf.PerlinNoise(x * frequency + seed, y * frequency + seed) * amplitude; | |
float noiseXZ = Mathf.PerlinNoise(x * frequency + seed, z * frequency + seed) * amplitude; | |
float noiseYZ = Mathf.PerlinNoise(y * frequency + seed, z * frequency + seed) * amplitude; |