Skip to content
This repository has been archived by the owner. It is now read-only.
Procedural noise on the GPU for Unity.
Branch: master
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Type Name Latest commit message Commit time
Failed to load latest commit information.


Turbulence Library by Jérémie St-Amand

--- Summary ---

Turbulence Library is a vast collection of procedural noise shaders for Unity. The noise algorithms were made by and some of the fbms were made by

Check out their works!

--- Getting Started ---

1. Open "Window/Noise Creator"
2. Select the desired properties
3. Press "Create Shader"
4. Select location to save shader

--- Properties ---

- Dimension:	Number of dimensions for the noise sampling.
- Noise Type:	Major noise type.
- Subtype:		Minor noise type.
- Normalized:	Normalizes the noise output. Some functions return values in the [-1, 1] range. Normalizing will output to the [0, 1] range, thus reducing the contrast between values.
- Transparent:  Makes the noise transparent depending on the noise value. A value below 0 will be completely transparent. If you want overall transparency instead, in the shader change the line "o.Alpha = h * _Transparency;" to "o.Alpha = _Transparency;".
- Animated:		Only available with 3D noises. Animates the last (3rd) dimension of the noise. Note that this effectively transforms 3D noises in 2D noises, so you would have to put the shader on a plane instead of a sphere, for example. 
- Displaced:	Displaces the vertices along their normals.
- Colored:		Allows you to color the lower and higher values of the output.
- Textured:		Allows you to apply textures to the lower and higher values of the output.

--- Misc ---

- In 2D and animated 3D noises, the texture coordinates are used to sample the noise. In non-animated 3D noises, the vertex positions are used.
- Displacement on sharp edges mat cause holes in the mesh. Always use displacement with smooth surfaces.
You can’t perform that action at this time.