https://github.com/Auburns/FastNoiseSIMD
https://assetstore.unity.com/packages...
The new coherent noise generation technique used to creates these caves is based on cellular (worley) noise, this means it's as easy to use as perlin/simplex since it is generated just using x,y,z position.
The caves are 100% continuous and go infinitely in all 3 axis. Some larger open areas are also generated naturally as part of the noise