Simple Noise Node
Description
Generates a simple, or Value, noise based on input UV. The scale of the generated noise is controlled by input Scale.
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 | 
Generated Code Example
The following example code represents one possible outcome of this node.
inline float unity_noise_randomValue (float2 uv)
{
    return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);
}
inline float unity_noise_interpolate (float a, float b, float t)
{
    return (1.0-t)*a + (t*b);
}
inline float unity_valueNoise (float2 uv)
{
    float2 i = floor(uv);
    float2 f = frac(uv);
    f = f * f * (3.0 - 2.0 * f);
    uv = abs(frac(uv) - 0.5);
    float2 c0 = i + float2(0.0, 0.0);
    float2 c1 = i + float2(1.0, 0.0);
    float2 c2 = i + float2(0.0, 1.0);
    float2 c3 = i + float2(1.0, 1.0);
    float r0 = unity_noise_randomValue(c0);
    float r1 = unity_noise_randomValue(c1);
    float r2 = unity_noise_randomValue(c2);
    float r3 = unity_noise_randomValue(c3);
    float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
    float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
    float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
    return t;
}
void Unity_SimpleNoise_float(float2 UV, float Scale, out float Out)
{
    float t = 0.0;
    float freq = pow(2.0, float(0));
    float amp = pow(0.5, float(3-0));
    t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
    freq = pow(2.0, float(1));
    amp = pow(0.5, float(3-1));
    t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
    freq = pow(2.0, float(2));
    amp = pow(0.5, float(3-2));
    t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
    Out = t;
}