using UnityEngine; namespace Utils { public static class Noise { public static float[,] GenerateNoiseMap(int width, int height, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset) { float[,] noiseMap = new float[width, height]; System.Random prng = new System.Random(seed); Vector2[] octaveOffsets = new Vector2[octaves]; for (var i = 0; i < octaveOffsets.Length; i++) { float offsetX = prng.Next(-100000, 100000) + offset.x; float offsetY = prng.Next(-100000, 100000) + offset.y; octaveOffsets[i] = new Vector2(offsetX, offsetY); } if (scale <= 0) scale = 0.0001f; float maxNoiseHeight = float.MinValue; float minNoiseHeight = float.MaxValue; float halfWidth = width / 2f; float halfHeight = height / 2f; for (int y = 0; y < height; y++) for (int x = 0; x < width; x++) { float amplitude = 1; float frequency = 1; float noiseHeight = 0; for (int i = 0; i < octaves; i++) { float sampleX = (x - halfWidth) / scale * frequency + octaveOffsets[i].x; float sampleY = (y - halfHeight) / scale * frequency + octaveOffsets[i].y; float perlinValue = Mathf.PerlinNoise(sampleX, sampleY) * 2 - 1; noiseHeight += perlinValue * amplitude; amplitude *= persistance; frequency *= lacunarity; } if (noiseHeight > maxNoiseHeight) maxNoiseHeight = noiseHeight; if (noiseHeight < minNoiseHeight) minNoiseHeight = noiseHeight; noiseMap[x, y] = noiseHeight; } for (int y = 0; y < height; y++) for (int x = 0; x < width; x++) { noiseMap[x, y] = Mathf.InverseLerp(minNoiseHeight, maxNoiseHeight, noiseMap[x, y]); } return noiseMap; } } }