测试 每个小数值取100次

print(0.1);
LaTest3(0.1f, 0.1f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average()+ "|Between:"+ (La.Max()-La.Min()));

print(0.3);
LaTest3(0.3f, 0.3f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print(0.5);
LaTest3(0.5f, 0.5f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print(0.7);
LaTest3(0.7f, 0.7f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print(0.9);
LaTest3(0.9f, 0.9f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print("X:" + 0.1 + "Y" + 0.3);
LaTest3(0.1f, 0.3f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print("X:"+0.1+"Y"+0.5);
LaTest3(0.1f, 0.5f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print("X:" + 0.1 + "Y" + 0.9);
LaTest3(0.1F, 0.9F);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print("X:" + 0.3 + "Y" + 0.1);
LaTest3(0.3f, 0.1f);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

print("X:" + 0.5 + "Y" + 0.1);
LaTest3(0.5F, 0.1F);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min())); ;

print("X:" + 0.9 + "Y" + 0.1);
LaTest3(0.9F, 0.1F);
print("Max:" + La.Max() + "|Min:" + La.Min() + "|AVG:" + La.Average() + "|Between:" + (La.Max() - La.Min()));

  LaTest3函数

List<float> La;
    float[] LaTest3(float x, float y)
    {
        La = new List<float>();
        for (int i = 0; i < 100; i++)
        {
            La.Add(Mathf.PerlinNoise(x+(i), y + (i)));
        }
        return La.ToArray();
    }

  unity3d 柏林噪声 PerlinNoise 规律 算法

unity3d 柏林噪声 PerlinNoise 规律 算法

 

越接近0.5幅度越大,两边则越平缓

与整数无关,小数决定幅度。

 

unity3d 柏林噪声 PerlinNoise 规律 算法

 

unity3d 柏林噪声 PerlinNoise 规律 算法

unity3d 柏林噪声 PerlinNoise 规律 算法

 

 

 unity3d 柏林噪声 PerlinNoise 规律 算法

 

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