So, i want to create this style of terrain: Nvidia GPU Gems 3 - Chapter 1
However, as much as I scour the web trying to find ways to implement this inside Unity, I can't find it.
My current understanding of 3d noise is that it is just an array of 2d noise that uses a range of -1 to 1 to determine density values (if there should be ground or air at a point in space (x,y,z), and 2d noise is just a heightmap of where you want the terrain to go.
I currently have generated simplex noise in unity that I think works (it seems to go through -1 to 1 when i call the coherentNoise() function): I would love some review on it however: pastebin.com/SiX2C31t (currently, I haven't implemented the marching squares algorithm either, would love some tips on that as well).
I've been looking at several forum questions and Unity answers, but never found anything.
All I want to do is create fascinating ridges and overhangs for an underwater terrain, and I also preferably would like to know how to do it with a lower LOD, (I want it to be low poly).