I have been doing research on Perlin Noise and it's application in terrain generation. I wrote my version of the script in C# based on Perlin's original code (found below), yet I still have a couple of questions on the subject. https://mrl.nyu.edu/~perlin/noise/ 1. The script returns values close to those of Mathf.PerlinNoise, but I would like to view the source code of Unity's implementation and learn what causes the mismatch. Is there a way I could accomplish this? 2. I would like to know whether a correct 2D implementation of Perlin Noise would yield the same results as the 3D implementation, where the z property is always set to a single value (such as 0).