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Description
This is not perhaps the correct way to ask such a question, I'm trying to use your engine for some research in immersive analytics. I've been trying to use the existing unity implementation of FastNoiseSIMD as a source of noise, as it offers multi-layered 3D cellular noise (I'm not making a minecraft clone, but I do need interconnected caves).
I've managed to use the noise library to deform the "density sphere" mesh by deforming the mesh filter on the chunk. What I would like to do is actually get it to define the initial coordinates of the vertices. What I gather is that I need a custom density generator with the specific noise source.
Do I need to use a Compute Shader similar to noisedensity and do it within that, or is there a way of determining pointbuffer id coordinates in the C# script and use a more basic density compute shader?!? I would prefere the second option, as I'm not familiar with compute shader syntax...