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# [Unity] お手軽！Mathf.PerlinNoise で地形を作る

Last updated at Posted at 2020-12-01

こちらは Unity #2 Advent Calendar 2020 の 2日目の記事です

Unityには、(x,y)の値に依存した[0,1]の連続したノイズ値を返す`Mathf.PerlinNoise(x,y)`という数学関数が用意されており、これを使うと地形ステージが簡単に作れます。

ね？簡単でしょ？

PerlinNoiseSample.cs
``````using UnityEngine;
public class PerlinNoiseSample : MonoBehaviour {
[SerializeField, Range(0f, 1f)] float m_threshold = 0.5f;
[SerializeField, Range(0.05f, 0.3f)] float m_scale = 0.1f;
int sz = 50;

void Start() {
createCustomCube(Vector3.zero, new Vector3(sz, 0.1f, sz), new Color(0.4f, 0.3f, 0.9f));
for (int x = 0; x < sz; ++x) {
for (int z = 0; z < sz; ++z) {
float noise = Mathf.PerlinNoise((float)x * m_scale, (float)z * m_scale);
if (noise < m_threshold) {
float thRate = (m_threshold - noise) / (m_threshold);
createCustomCube(new Vector3(-sz*0.5f+x, 0f, -sz*0.5f+z), new Vector3(1f,thRate*10f, 1f), new Color(1f-thRate*1.1f, 0.8f+thRate*0.3f, 0.9f-thRate*1.2f));
}
}
}
}

void Update(){}

GameObject createCustomCube(Vector3 _position, Vector3 _scale, Color _color) {
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cube);
go.transform.SetParent(transform);
go.transform.localPosition = transform.position + _position;
go.transform.localScale = _scale;
go.GetComponent<MeshRenderer>().material.color = _color;
return go;
}
}
``````
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