10 public float ScaleMultiplier = 10f;
11 public float SpeedMultiplier = 1f;
12 public float StrengthMultiplier = 0.5f;
13 public Vector3 AxisStrength = Vector3.one;
14 public Vector3 AxisSpeed = Vector3.one;
15 public Vector3 AxisOffset = Vector3.zero;
16 public float ScaleDistort = 2f;
17 public bool UniformScaleDistort =
true;
21 Vector3 scaledPoint = (point * ScaleMultiplier) + AxisOffset;
23 point.x = (float)(point.x + (noise.Evaluate(scaledPoint.x, scaledPoint.y, scaledPoint.z, Time.unscaledTime * AxisSpeed.x)) * AxisStrength.x * StrengthMultiplier);
24 point.y = (float)(point.y + (noise.Evaluate(scaledPoint.x, scaledPoint.y, scaledPoint.z, Time.unscaledTime * AxisSpeed.y)) * AxisStrength.y * StrengthMultiplier);
25 point.z = (float)(point.z + (noise.Evaluate(scaledPoint.x, scaledPoint.y, scaledPoint.z, Time.unscaledTime * AxisSpeed.z)) * AxisStrength.z * StrengthMultiplier);
31 if (UniformScaleDistort)
33 float scale = (float)(noise.Evaluate(point.x, point.y, point.z, Time.unscaledTime));
34 return Vector3.one + (Vector3.one * (scale * ScaleDistort));
38 point = DistortPointInternal(point, strength);
39 return Vector3.Lerp (Vector3.one, Vector3.Scale(Vector3.one, Vector3.one + (point * ScaleDistort)), strength);
A conglomeration of open-source simplex libraries in C# with an emphasis on performance ...