Extrapolating float values from Perlin noise?

I’ve been looking about on the script reference for a good noise function and Perlin noise seems to be what I need. I’m trying to pseudo-randomly generate planet-like meshes at runtime using a sphere mesh like so:

using UnityEngine;
using System.Collections;

public class PerlinTerrain : MonoBehaviour 
{
	private Vector3[] vertices;
 
	void Start () 
	{
    	Mesh mesh = GetComponent<MeshFilter>().mesh;
		Vector3[] vertices = mesh.vertices;
		
    	for (int i = 0; i < vertices.Length; i++) 
		{
				vertices <em>= vertices _* Random.Range(0.9f, 1.1f);_</em>

* }*

* mesh.vertices = vertices;*
* mesh.RecalculateBounds();*
* mesh.RecalculateNormals();*
* }*
}
That code does what it’s supposed to, although instead of using Random.Range, I’d like for vertices to be multiplied by a value that’s extrapolated from a Perlin noise function. How might I go about doing this? I’ve been looking around for sufficient documentation for so long that I actually went to the second page of Google.

Maybe you have a different Google, this was in the top five:
3d perlin noise function on GPU Gems