Hey! I was working on procedural generation to world maps, and I'm at a point where I'm stuck I have a shader that can take in noise and apply a gradient to it for a nice looking island, but I'm not sure how I can output that back to be read into a height map.
This is an example of the shader-
Is this even possible? The only way I can think to do it is by returning the color to a float, similar to vertex displacement with shaders.
The real problem with this is that as far as I can tell the only way to average values between openSimplexNoise and a gradient is through shaders, so if there's an alternative method for doing so, that would also be very helpful.