using UnityEngine; public class MegaPerlin { private static MegaPerlin instance; private static int[] p = new int[512]; private static int[] 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 }; public static MegaPerlin Instance { get { if (instance == null) { new MegaPerlin(); } return instance; } } public MegaPerlin() { if (instance != null) { Debug.LogError("Cannot have two instances of ImprovedPerlin."); return; } instance = this; for (int i = 0; i < 256; i++) { p[256 + i] = (p[i] = permutation[i]); } } public int Perm(int i) { return p[i & 0xFF]; } public float Noise(float x) { int num = (int)Mathf.Floor(x) & 0xFF; x -= Mathf.Floor(x); float t = fade(x); return lerp(t, grad(p[num], x), grad(p[num + 1], x - 1f)); } public float Noise(float x, float y) { int num = (int)Mathf.Floor(x) & 0xFF; int num2 = (int)Mathf.Floor(y) & 0xFF; x -= Mathf.Floor(x); y -= Mathf.Floor(y); float t = fade(x); float t2 = fade(y); int num3 = p[num] + num2; int num4 = p[num + 1] + num2; return lerp(t2, lerp(t, grad(p[num3], x, y), grad(p[num4], x - 1f, y)), lerp(t, grad(p[num3 + 1], x, y - 1f), grad(p[num4 + 1], x - 1f, y - 1f))); } public float Noise(float x, float y, float z) { float num = Mathf.Floor(x); float num2 = Mathf.Floor(y); float num3 = Mathf.Floor(z); int num4 = (int)num & 0xFF; int num5 = (int)num2 & 0xFF; int num6 = (int)num3 & 0xFF; x -= num; y -= num2; z -= num3; float t = fade(x); float t2 = fade(y); float t3 = fade(z); int num7 = p[num4] + num5; int num8 = p[num7] + num6; int num9 = p[num7 + 1] + num6; int num10 = p[num4 + 1] + num5; int num11 = p[num10] + num6; int num12 = p[num10 + 1] + num6; return lerp(t3, lerp(t2, lerp(t, grad(p[num8], x, y, z), grad(p[num11], x - 1f, y, z)), lerp(t, grad(p[num9], x, y - 1f, z), grad(p[num12], x - 1f, y - 1f, z))), lerp(t2, lerp(t, grad(p[num8 + 1], x, y, z - 1f), grad(p[num11 + 1], x - 1f, y, z - 1f)), lerp(t, grad(p[num9 + 1], x, y - 1f, z - 1f), grad(p[num12 + 1], x - 1f, y - 1f, z - 1f)))); } private float fade(float t) { return t * t * t * (t * (t * 6f - 15f) + 10f); } private float lerp(float t, float a, float b) { return a + t * (b - a); } private static float grad(int hash, float x) { return ((hash & 1) != 0) ? (0f - x) : x; } private float grad(int hash, float x, float y) { int num = hash & 3; float num2 = (((num & 2) != 0) ? (0f - x) : x); float num3 = (((num & 1) != 0) ? (0f - y) : y); return num2 + num3; } private float grad(int hash, float x, float y, float z) { int num = hash & 0xF; float num2 = ((num >= 8) ? y : x); float num3 = ((num < 4) ? y : ((num != 12 && num != 14) ? z : x)); return (((num & 1) != 0) ? (0f - num2) : num2) + (((float)(num & 2) != 0f) ? (0f - num3) : num3); } public float fBm1(float x, float H, float lacunarity, float octaves) { float num = 0f; float num2 = 1f; for (int i = 0; i < (int)octaves; i++) { num = Noise(x) * Mathf.Pow(num2, 0f - H); x *= lacunarity; num2 *= lacunarity; } float num3 = octaves - (float)(int)octaves; if (num3 != 0f) { num += num3 * Noise(x) * Mathf.Pow(num2, 0f - H); } return num; } public float fBm1(Vector3 vertex, float H, float lacunarity, float octaves) { return fBm1(vertex.x, vertex.y, vertex.z, H, lacunarity, octaves); } public float fBm1(float x, float y, float z, float H, float lacunarity, float octaves) { float num = 0f; float num2 = 1f; for (int i = 0; (float)i < octaves; i++) { num += Noise(x, y, z) * Mathf.Pow(num2, 0f - H); x *= lacunarity; y *= lacunarity; z *= lacunarity; num2 *= lacunarity; } float num3 = octaves - (float)(int)octaves; if (num3 != 0f) { num += num3 * Noise(x, y, z) * Mathf.Pow(num2, 0f - H); } return num; } }