The core fundamental was layering Perlin Noise to reduce artifacts in the default Unity Perlin Noise function. Both tutorials used layering, though in different ways. Sebastian extended Perlin Noise with features like octaves, whereas Sloth's tutorial used multiple noise maps for different parameters.
The number of octaves is the number of noise layers used. Persistence and lacunarity change how each layer affects the final outcome. This code is directly from Sebastian Lague's tutorial.
Tiles were calculated using a mixture of three noise maps. Beyond the base role of reducing artifacts, this also allows more biome variety, as there can be multiple terrains which are hot but are differentiated by the moisture. This code is optimised from SlothInAHat's tutorial.
For aesthetics, Rule tiles came in handy as I was working with a tilemap. They are used to randomly distribute tile sprites and make the terrain look less plain.
Rule tiles also become near-essential when randomly generating rivers. I only had to draw 4 unique sprites which were automatically chosen and rotated based on where the other river tiles were.