using UnityEngine; public static class PerlinNoise3D { private static int[] permutation; private static int[] p; static PerlinNoise3D() { permutation = new int[256] { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; p = new int[512]; for (int i = 0; i < 512; i++) { p[i] = permutation[i % 256]; } } public static float Perlin(float x, float y, float z) { int num = Mathf.FloorToInt(x) & 0xFF; int num2 = Mathf.FloorToInt(y) & 0xFF; int num3 = Mathf.FloorToInt(z) & 0xFF; float num4 = x - Mathf.Floor(x); float num5 = y - Mathf.Floor(y); float num6 = z - Mathf.Floor(z); float t = Fade(num4); float t2 = Fade(num5); float t3 = Fade(num6); int hash = p[p[p[num] + num2] + num3]; int hash2 = p[p[p[num] + Inc(num2)] + num3]; int hash3 = p[p[p[num] + num2] + Inc(num3)]; int hash4 = p[p[p[num] + Inc(num2)] + Inc(num3)]; int hash5 = p[p[p[Inc(num)] + num2] + num3]; int hash6 = p[p[p[Inc(num)] + Inc(num2)] + num3]; int hash7 = p[p[p[Inc(num)] + num2] + Inc(num3)]; int hash8 = p[p[p[Inc(num)] + Inc(num2)] + Inc(num3)]; float a = Mathf.Lerp(Grad(hash, num4, num5, num6), Grad(hash5, num4 - 1f, num5, num6), t); float b = Mathf.Lerp(Grad(hash2, num4, num5 - 1f, num6), Grad(hash6, num4 - 1f, num5 - 1f, num6), t); float a2 = Mathf.Lerp(a, b, t2); float a3 = Mathf.Lerp(Grad(hash3, num4, num5, num6 - 1f), Grad(hash7, num4 - 1f, num5, num6 - 1f), t); b = Mathf.Lerp(Grad(hash4, num4, num5 - 1f, num6 - 1f), Grad(hash8, num4 - 1f, num5 - 1f, num6 - 1f), t); float b2 = Mathf.Lerp(a3, b, t2); return (Mathf.Lerp(a2, b2, t3) + 1f) / 2f; } private static int Inc(int num) { num++; return num; } private static float Fade(float t) { return t * t * t * (t * (t * 6f - 15f) + 10f); } private static float Grad(int hash, float x, float y, float z) { int num = hash & 0xF; float num2 = ((num < 8) ? x : y); float num3 = ((num < 4) ? y : ((num == 12 || num == 14) ? x : z)); return (((num & 1) == 0) ? num2 : (0f - num2)) + (((num & 2) == 0) ? num3 : (0f - num3)); } }