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You must to divide your whole world into parts, and check is each of them is close/further from your position. It gives you priorities how frequently you should update your map part. Because there are some algorithms which allow to optimise such updates.


Most of the stuff in GPU Gems is shader stuff. The code you are trying to replicate in C# is ShaderLab, which Unity also uses for shaders. In other words, the lines of code would be the same and would be part of a custom shader that you would apply.


I have fixed this problem through the following method. First, while generating noise values, I kept track of the minimum and maximum values. Second, when storing the noise values into my array, I normalized the data: (value - min)/(max - min). This way, all my values are between 0 and 1, but are better distributed. The equation maps the minimum value to (...

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