Usage
Parameters
Foreground color in hex format. Appears in the bright areas of the noise pattern.
Background color in hex format. Appears in the dark areas of the noise pattern.
Blend point between 2 colors (0 to 1). 0.5 = equal distribution, lower values show more foreground, higher values show more background.
Color transition sharpness (0 to 1). 0 = hard edge between colors, 1 = smooth gradient transition.
Number of noise octaves (1 to 8). More octaves create more detailed patterns but impact performance. Each octave adds a layer of detail.
Roughness and falloff between octaves (0.3 to 1). Lower values make higher octaves contribute less, creating smoother patterns. Higher values retain more detail.
Frequency step between octaves (1.5 to 10). Defines how compressed the pattern is. Higher values create more compressed, intricate patterns.
Animation speed multiplier. Controls how fast the noise evolves through the third dimension (time).
Common Sizing Parameters
How to fit the shader into the canvas dimensions.
Overall zoom level (0.01 to 4). Affects the size of noise features.
Rotation angle in degrees (0 to 360).
Horizontal offset (-1 to 1).
Vertical offset (-1 to 1).
Presets
Default
Nintendo Water
Moss
Worms
Technical Details
- Algorithm: Classic 3D Perlin noise with gradient interpolation
- Gradients: 12 predefined gradient vectors for consistent results
- Interpolation: Fade function using 6t⁵ - 15t⁴ + 10t³
- Octaves: Fractal Brownian Motion (FBM) with configurable layers
- Coordinates: Uses pattern UV coordinates scaled by 0.5
- Anti-aliasing: Uses
fwidthfor smooth color transitions - Original Algorithm: Based on NlSGDz shader
- Computing gradient vectors at the corners of a 3D grid cell
- Interpolating using the fade function for smooth transitions
- Optionally layering multiple octaves with decreasing amplitude and increasing frequency
- Normalizing the result and mapping to two colors with configurable sharpness
