This example showcases vertex-level deformations driven by gradient noise to create natural snow drifts and terrain undulations. In the vertex shader, each point is displaced along its normal by a noise value, yielding soft, organic forms without heavy meshes. Two live controls shape the look: Noise Scale adjusts the frequency (from broad dunes to fine ripples), while Max Height sets displacement amplitude (subtle frosting to deep snow build-up). Because it’s computed per-vertex, performance stays high; just remember that visible detail tracks mesh density - more vertices mean richer micro-features. The result is a clean, art - directable workflow for stylized landscapes and snowy surfaces.