Usage
Parameters
string
default:"'#fccff7'"
Foreground color in hex format. Appears in the bright areas of the noise pattern.
string
default:"'#632ad5'"
Background color in hex format. Appears in the dark areas of the noise pattern.
number
default:"0.35"
Blend point between 2 colors (0 to 1). 0.5 = equal distribution, lower values show more foreground, higher values show more background.
number
default:"0.1"
Color transition sharpness (0 to 1). 0 = hard edge between colors, 1 = smooth gradient transition.
number
default:"1"
Number of noise octaves (1 to 8). More octaves create more detailed patterns but impact performance. Each octave adds a layer of detail.
number
default:"1"
Roughness and falloff between octaves (0.3 to 1). Lower values make higher octaves contribute less, creating smoother patterns. Higher values retain more detail.
number
default:"1.5"
Frequency step between octaves (1.5 to 10). Defines how compressed the pattern is. Higher values create more compressed, intricate patterns.
number
default:"0.5"
Animation speed multiplier. Controls how fast the noise evolves through the third dimension (time).
Common Sizing Parameters
'none' | 'contain' | 'cover'
default:"'cover'"
How to fit the shader into the canvas dimensions.
number
default:"1"
Overall zoom level (0.01 to 4). Affects the size of noise features.
number
default:"0"
Rotation angle in degrees (0 to 360).
number
default:"0"
Horizontal offset (-1 to 1).
number
default:"0"
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
