Gradient Noise Node
Description
Generates a gradient, or Perlin, noise based on input UV. The scale of the generated noise is controlled by input Scale.
You can also choose to use two different hashing methods for calculating the noise. As of Unity version 2021.2, the Gradient Noise node defaults to the Deterministic hash, to ensure consistent results for noise generation across platforms.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
UV | Input | Vector 2 | UV | Input UV value |
Scale | Input | Float | None | Noise scale |
Out | Output | Float | None | Output value |
Controls
Name | Type | Options | Description |
---|---|---|---|
Hash Type | Dropdown | Deterministic, LegacyMod | Selects the hash function used to generate random numbers for noise generation. |
Generated Code Example
The following example code represents one possible outcome of this node.
float2 unity_gradientNoise_dir(float2 p)
{
p = p % 289;
float x = (34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
float unity_gradientNoise(float2 p)
{
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(unity_gradientNoise_dir(ip), fp);
float d01 = dot(unity_gradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(unity_gradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(unity_gradientNoise_dir(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x);
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
Out = unity_gradientNoise(UV * Scale) + 0.5;
}