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Apr 24th, 2018
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  1. void NormalNoise()
  2. {
  3. counter += Time.deltaTime * speed;
  4. Vector3[] vertices = mesh.vertices;
  5.  
  6. for (int i = 0; i < vertices.Length; i++)
  7. {
  8. float xCord = (vertices[i].x + counter) * scale;
  9. float yCord = (vertices[i].z + counter) * scale;
  10.  
  11. float noise = Mathf.PerlinNoise(xCord, yCord);
  12.  
  13. vertices[i] = noise * height * mesh.normals[i] + originalPos[i];
  14. }
  15.  
  16. mesh.vertices = vertices;
  17. }
  18.  
  19. vertices[i] = noise * height * mesh.normals[i] + originalPos[i];
  20.  
  21. vertices[i] = noise * height * originalNormals[i] + originalPos[i];
  22.  
  23. private Mesh mesh;
  24.  
  25. private void Start()
  26. {
  27. mesh = GetComponent<MeshFilter>().mesh;
  28. }
  29.  
  30. private Mesh mesh;
  31. Vector3[] originalNormals;
  32.  
  33. private void Start()
  34. {
  35. mesh = GetComponent<MeshFilter>().mesh;
  36. originalNormals = mesh.normals;
  37. }
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