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);
float t = 8.0;
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;
}
}
}
}