docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Voronoi Node

    Description

    Generates a Voronoi, or Worley, noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by input Angle Offset, a cluster of cells can be generated. The scale of these cells, and the resulting noise, is controlled by input Cell Density. The output Cells contains the raw cell data.

    You can also choose to use two different hashing methods for calculating the noise. As of Unity version 2021.2, the Voronoi 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
    Angle Offset Input Float None Offset value for points
    Cell Density Input Float None Density of cells generated
    Out Output Float None Output noise value
    Cells Output Float None Raw cell data

    Controls

    Name Type Options Description
    Hash Type Dropdown Deterministic, LegacySine 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.

    inline float2 unity_voronoi_noise_randomVector (float2 UV, float offset)
    {
        float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
        UV = frac(sin(mul(UV, m)) * 46839.32);
        return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
    }
    
    void Unity_Voronoi_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells)
    {
        float2 g = floor(UV * CellDensity);
        float2 f = frac(UV * CellDensity);
        float3 res = float3(8.0, 0.0, 0.0);
    
        for(int y=-1; y<=1; y++)
        {
            for(int x=-1; x<=1; x++)
            {
                float2 lattice = float2(x,y);
                float2 offset = unity_voronoi_noise_randomVector(lattice + g, AngleOffset);
                float d = distance(lattice + offset, f);
                if(d < res.x)
                {
                    res = float3(d, offset.x, offset.y);
                    Out = res.x;
                    Cells = res.y;
                }
            }
        }
    }
    
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)