Making procedural noise in Unity
Blog post from LogRocket
Procedural noise plays a significant role in computer graphics by providing visual variety and detail with minimal memory and manual input, and its application is widespread in the industry. The text explores two main methods for implementing procedural noise in Unity: a code-based approach using the Unity Mathematics package, which is suitable for applications requiring controlled noise parameters and integration with other algorithms, and a Shader Graph-based approach that allows users to visually create custom shaders using procedural noise, requiring the Universal or High-Definition Render Pipeline. Various noise functions such as Perlin, Simplex, and Cellular/Worley are discussed, along with their applications in generating textures, randomizers, and effects like clouds, water, and lava through Shader Graph nodes. The article also touches on the balance between using pre-made textures and procedural noise functions to optimize performance and workflow in Unity projects.