Just got it so that terrain is generated with a compute shader. Now, biomes can have much more complex terrain, and can use information like derivatives and occlusion to inform tile placement. :
GitHub - backtrace-labs/backtrace-unity: First-class error reporting for the Unity game engine.
Idontthinkso | PDF | Xamarin | Microsoft Visual Studio
Unity - Manual: Grid snapping
FastNoise C# and Unity released : r/proceduralgeneration
Script Generator for Unity Tutorial - YouTube
Unity - Manual: Grid snapping
Generating a Procedural City with Unity 5 Part 1 - YouTube
Unity - Manual: Scenes
GitHub - fusesource/hawtjni: A JNI code generator based on the JNI generator used by the eclipse SWT project