Implementation of Worley Noise algorithm based on Steven Worley's noise function. Can generate procedural (tiled) 2D and 3D Worley Noise textures with a specified seed.
Includes:
- A noise generator component for adjusting the noise generation parameters
- Two compute shaders for generating the noise textures (2D and 3D)
- Universal Render Pipeline (URP) -friendly shaders for displaying the noise textures
The compute shaders are based on Sebastian Lague's Coding Adventure: Clouds video. The cell feature point distance calculation is slightly different. Also, note that the resulted noise value is inverted in the compute shaders.