Files
CartoonRPG/Library/PackageCache/com.unity.visualeffectgraph@2973a8ac1070/Documentation~/Operator-PerlinNoise.md

33 lines
3.1 KiB
Markdown
Raw Normal View History

2025-06-05 22:59:18 +01:00
# Perlin Noise
Menu Path : **Operator > Noise > Perlin Noise**
The **Perlin Noise** Operator allows you to specify coordinates to sample a noise value within a specified range in one, two, or three dimensions. Perlin noise is a type of gradient noise which has a good distribution of values which makes it rarer to have similar adjacent values.
![](Images/Operator-PerlinNoiseAnimation.gif)
You can use this Operator to introduce variety to your particle attributes. A common use case is to use each particle’s position as a coordinate to sample the noise to output a new color, velocity, or position value.
## Operator settings
| **Property** | **Type** | **Description** |
| -------------- | -------- | ------------------------------------------------------------ |
| **Dimensions** | Enum | Specify whether the noise is one, two, or three dimensional. |
| **Type** | Enum | Specify what type of noise to use. |
## Operator properties
| **Input** | **Type** | **Description** |
| -------------- | ----------------------------- | ------------------------------------------------------------ |
| **Coordinate** | Float<br/>Vector2<br/>Vector3 | The coordinate in the noise field to sample from. <br/>![](Images/Operator-PerlinNoiseCoordinate.gif)<br/>The **Type** changes to match the number of **Dimensions**. |
| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.<br/>![](Images/Operator-PerlinNoiseFrequency.gif) |
| **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.<br/>![](Images/Operator-PerlinNoiseOctaves.gif) |
| **Roughness** | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1.<br/>![](Images/Operator-PerlinNoiseRoughness.gif) |
| **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.<br/>![](Images/Operator-PerlinNoiseLacunarity.gif) |
| **Range** | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.<br/>![](Images/Operator-PerlinNoiseRange.gif) |
| **Output** | **Type** | **Description** |
| --------------- | ----------------------------- | ------------------------------------------------------------ |
| **Noise** | Float | The noise value at the coordinate you specify. |
| **Derivatives** | Float<br/>Vector2<br/>Vector3 | The rate of change of the noise for every dimension.<br/>The **Type** changes to match the number of **Dimensions**. |