How does 2d perlin noise work for Terrain Generation?

I’ve been looking around this subject and have gotten the basic jist of things. Well, sort of. I know what Perlin Noise is, it is essentially a function that returns a value between 0 and 1. It also makes it smooth when transitioning, instead of having just random static. My question is: If you use 2D Perlin Noise for Terrain Generation, is the value of one of the sqaures going to be the height of one of the vertices on the terrain mesh?

Brackeys has well made Unity video tutorials, maybe check this one out:

@InventorInventor350 I generated a terrain and used perlin noise to make smooth hills. I created a height map with a base elevation and added the value of the Mathf.perlin function to create the final elevation. I just looped through the x and y values of the height map and called the perlin function for each coordinate.

Thi vid goes through how to apply Perlin noise to a plane in Unity – was posted June 2017, so, at time of writing, very up to date!

Enjoy!