Hello there,
I made a terrain generator and a texture generator for the terrain, but the performance wasn’t really good.
And since the texture is 10x more detailed then the terrain (because I didn’t want the terrain to be really detailed) I wanted to move my texture script to a compute shader, but as you can see from the question I couldn’t find a way to use Mathf.PerlinNoise in a compute shader.
Does someone know a way to use the function?
If not it’s not the biggest problem, but differently I have to
- First generate the terrain and store the height in a low resolution image to pass to my compute shader
or - Create a perlin noise function myself that I can write in both c# and HLSL
If you need a bit more detail about what I actually want to make you can view my devlogs on Devlogs - YouTube
Devlog number 2 gives the best information about the terrain