Procedural noise toolkit with Burst-powered 1D, 2D, and 3D fields, FBM, domain warp, tiled noise, derivatives, profiles, editor viewers, managed arrays, surface export, and flexible job-based APIs.Burst Noise Fields is a free CPU-based procedural-noise toolkit for Unity 6. It provides deterministic 1D signals, 2D fields, and 3D volumes for procedural geometry, masks, textures, animation signals, density fields, editor tools, and runtime generation.In this asset, “noise” means mathematical procedural fields rather than audio noise.The package is intended for developers and technical artists who want procedural values, derivatives, managed generation, and Unity Job System workflows without adopting a larger node-based framework.Main FeaturesWhite, Value, Perlin, Simplex, and Voronoi noise in 1D, 2D, and 3DVoronoi F1, F2, F2−F1, and Cell ID modesStandard, Billow, Ridged, and PingPong FBMDomain warp in 1D, 2D, and 3DStandard and directional 2D domain warp2D Flow FBM with per-axis controlSeamlessly repeating 2D noise and tiled FBMAnalytical derivatives where supportedMain-thread, managed-array, NativeArray, and explicit Job System APIsScriptableObject noise profiles1D Signal Viewer and 2D Surface ViewerColor texture, mesh, material, and prefab exportDemo launcher and detailed documentationSee These Methods Used in Complete Production ToolsMany of the same techniques are also used in two separate Veridian tools:Rock Generator Pro applies related 3D noise methods to procedural rock forms and related 2D methods to texturing. It shows how layered noise, FBM, masks, deformation, and procedural texturing can become part of an environment-art pipeline.Noise Texture Generator applies related 2D noise, tiling, FBM, and derivative techniques to high-resolution procedural texture generation and PBR material baking.Both products are self-contained. Neither depends on Burst Procedural Noise Fields, and all three can coexist in one project.Noise Methods and FractalsThe package includes:White Noise for deterministic per-cell valuesValue Noise for smoothly interpolated lattice valuesPerlin Noise for smooth gradient-based fieldsSimplex Noise for general-purpose variation with reduced axis alignmentVoronoi Noise for nearest-distance, second-nearest-distance, boundary, and cell-ID outputFBM combines multiple octaves of a selected method. Octave count, lacunarity, persistence, seed, frequency, and output range are configurable. Standard, Billow, Ridged, and PingPong transforms provide different field shapes without requiring separate base algorithms.The same settings model is used across direct sampling, profiles, managed generation, and scheduled jobs. A setup can move from a single sample to a full field or volume without changing its basic structure.Domain Warp, Flow, and TilingDomain warp changes the coordinates before the base field is evaluated, allowing procedural structures to bend, stretch, compress, or fold.Included paths:1D domain warpStandard two-axis 2D domain warpDirectional 2D domain warp3D domain warpBase and warp fields have separate seeds, frequencies, noise types, and FBM settings. Analytical derivatives account for the coordinate transformation where supported.Flow FBM uses derivative information from earlier octaves to move later sample positions. It can create swept, curved, folded, or directional structures. Controls include octaves, lacunarity, persistence, flow strength, and an X/Y flow mask.The tiled API produces repeating 2D White, Value, Perlin, Simplex, Voronoi, and FBM fields over a defined procedural period. Tiled settings work with direct samples, managed arrays, textures, and NativeArray jobs.DerivativesSmooth methods expose derivatives through the direct, profile, and job APIs.1D: X derivative and value2D: X derivative, Y derivative, and value3D: X, Y, Z derivatives, and valueDerivatives can drive surface normals, slope, directional change, flow, masks, placement rules, and field analysis.Some methods are only piecewise differentiable. White Noise and Cell ID are constant inside cells, Voronoi gradients change at cell boundaries, and terracing or clamping creates nondifferentiable transitions.Multiple API LevelsNoise Profiles for reusable Inspector-authored settingsNoiseMainThreadAPI for individual synchronous samplesBurstNoiseManagedAPI for managed arrays and RGBA32 grayscale texturesNoiseJobExtensions for concise NativeArray schedulingNoiseJobAPI for explicit dimensions, buffers, and JobHandle dependenciesBurstNoiseCore for low-level use inside custom Burst jobsBurstNoiseWarmup for optional initialization warmupPublic scheduling boundaries validate dimensions, array sizes, finite values, configuration ranges, tiled periods, and compatible noise families.1D Signal ViewerThe 1D Signal Viewer is an Editor tool for inspecting and comparing procedural signals.It includes:Layered signals with add, subtract, and multiply blendingWavelength, amplitude, seed, and domain-offset controlsFBM and domain warpLow-pass and high-pass filtersAbsolute value, Smoothstep, terracing, and clampingRaw-value and first-derivative viewsDomain-pan and time-axis animationPer-layer C# snippet copyingThe viewer is intended for inspection and tuning. It does not create project assets.2D Surface Viewer and ExportThe 2D Surface Viewer displays one or two fields as a temporary Scene-view surface.It includes:Standard noise, FBM, and Flow FBMOptional second-layer blendingRelative and absolute samplingHeight scalingHeight-gradient, steepness, signed-slope, and curvature viewsTerracing and shaped falloff masksC# snippet copying512, 1024, and 2048 color texture exportMesh, material, and prefab exportPrefab export generates its mesh and texture from the same captured settings. It uses unique asset names, recalculates normals and bounds, and attempts to remove assets created by an incomplete export.The preview object is Editor-only and is not saved into the scene.Typical UsesProcedural mesh displacement and height fieldsRock, terrain, cave, cloud, and density inputsBiome and object-placement masksSeeded variationRuntime motion and animation signalsTexture inputs and grayscale mapsVoronoi regions and cell IDsSurface normals, slope, and curvatureCustom Editor toolsJob-based generation pipelinesThe asset provides fields and utilities rather than a complete world-generation framework. Terrain streaming, voxel meshing, biome management, placement, rendering, and save systems remain project-specific.Performance and ReliabilityThe implementation is designed for Unity Mathematics, Burst, NativeArray, and the Job System. It supports direct sampling, managed convenience generation, reusable native buffers, and dependency-based bulk generation.Cost depends on dimension, algorithm, octave count, derivatives, tiling, warp settings, Flow settings, output size, and hardware. Voronoi, high-octave FBM, tiled derivatives, Flow FBM, and 3D domain warp are naturally more expensive than a single low-dimensional sample.Related Veridian Production ToolsThe free API is intended for custom procedural systems. The related paid tools apply many of the same techniques to complete production workflows.Rock Generator ProRock Generator Pro uses related 3D methods to generate and vary rock geometry, together with related 2D texturing methods.Its wider workflow includes:Batch rock generationOrganized rock variantsAdvanced rock placementLocal brush placementMaterial and texture atlas creationHigher texture resolutionsAdditional generation methodsExpanded texturing workflowsRuntime-oriented procedural toolsIt is a separate rock-generation product, not a Pro edition of this API.Noise Texture GeneratorNoise Texture Generator uses related 2D noise, tiling, FBM, and derivative techniques in a multithreaded procedural texture and PBR material-baking workflow.It can generate high-resolution tileable patterns and bake:Albedo mapsNormal mapsHeight mapsAmbient Occlusion mapsCurvature mapsMask mapsIts derivative-based workflows calculate surface information from the underlying procedural field rather than relying only on image-space blur approximations.It is a separate texture-authoring product, not a required dependency.Both products are self-contained, do not depend on Burst Procedural Noise Fields, and can coexist with it in the same project.View the complete Veridian catalog:https://assetstore.unity.com/publishers/120204Demo, Documentation, and ScopeThe demo launcher opens both viewers and can create:Assets/VeridianData/BurstNoiseLite/ExportsThe Demo folder can be removed when the launcher and readme scene are no longer needed. Keep the Runtime, Managed, and Editor folders for normal use.The documentation covers setup, algorithms, viewers, derivatives, tiling, domain warp, Flow FBM, API usage, performance, troubleshooting, and limitations.Important scope notes:Unity 6 onlyCPU/Burst implementation; no included GPU, ComputeShader, Shader Graph, or HLSL versionTiled convenience APIs are 2DIncluded viewers cover 1D and 2D; there is no 3D volume viewerFlow FBM does not expose a complete analytical final-field derivativeThe 2D viewer exports one visualization texture rather than a complete PBR material setTexture export is capped at 2048 × 2048No terrain streaming, voxel meshing, biome, placement, or save framework is includedBit-for-bit cross-platform floating-point identity is not guaranteedCompatibilityUnity 6 onlyRuntime APIs are available in player buildsViewer, preview, demo, and export tools are Editor-onlyRuntime noise generation is render-pipeline independentPrefab export uses an available static unlit shaderRequired Unity PackagesUnity BurstUnity CollectionsUnity MathematicsUnity Job SystemSupported DimensionsStandard 1D, 2D, and 3D noiseTiled 2D noiseAnimated 1D generation through a second time coordinateAnimated 2D generation through a third time coordinateNoise TypesWhiteValuePerlinSimplexVoronoi F1Voronoi F2Voronoi F2−F1Voronoi Cell IDAdvanced MethodsFBM with 1–16 octavesStandard, Billow, Ridged, and PingPong transformsConfigurable lacunarity and persistenceDomain warp in 1D, 2D, and 3DStandard and directional 2D domain warp2D Flow FBM with X/Y flow maskingTiled 2D FBMCentered and normalized output rangesVoronoi jitter and optional distance normalizationDerivativesAnalytical derivatives for supported ordinary Value, Perlin, Simplex, Voronoi, FBM, and domain-warp pathsSelected tiled derivative paths use central finite differencesFlow FBM returns scalar output; final Flow gradients require finite differencesWhite Noise reports zero derivative inside constant cellsVoronoi derivatives are piecewise and change at cell boundariesDerivative layouts:1D: derivative X, value2D: derivative X, derivative Y, value3D: derivative X, derivative Y, derivative Z, valuePublic APIsScriptableObject noise profilesNoiseMainThreadAPIBurstNoiseManagedAPINoiseJobExtensionsNoiseJobAPIBurstNoiseCoreBurstNoiseUtilitiesCoreBurstNoiseWarmupThe public scheduling boundaries validate dimensions, sample counts, buffers, finite parameters, settings ranges, tiled periods, enum values, and compatible Standard or Voronoi scheduler families.1D Signal Viewer64–4096 preview samplesLayered signals with add, subtract, and multiply blendingFBM and domain warpLow-pass and high-pass filteringAbsolute value, Smoothstep, terracing, and clampingRaw signal and first-derivative viewsDomain-pan and time-axis animationPer-layer C# snippet copying2D Surface Viewer16–512 preview samples per axisOne or two procedural layersStandard noise, FBM, and Flow FBMLayer blendingRelative and absolute samplingHeight, steepness, signed-slope, and curvature viewsTerracing and circle, rectangle, or oval falloff masksTemporary Editor-owned Scene previewC# snippet copyingExportColor texture resolutions:512 × 5121024 × 10242048 × 2048Prefab export creates:PNG color textureMesh assetMaterial assetPrefab assetExport behavior:Mesh density uses Grid ResolutionTexture size uses Texture ResolutionMesh and texture use the same captured settingsExisting assets are not intentionally overwrittenRelated files receive a shared unique nameIncomplete exports attempt to roll back newly created assetsMesh normals and bounds are recalculatedExport paths must be under the project’s Assets folderThe exported texture contains the selected height, steepness, signed-slope, or curvature visualization. It is not a complete PBR material set.Data Layout and Ownership2D row-major layout:index = y × width + x3D flattened layout:index = z × (width × height) + y × width + xManaged generation completes before returning.Job methods return JobHandle; the caller owns NativeArray completion and disposal.Dimension-based schedulers require buffers sized for the requested sample count.Assemblies and NamespacesAssemblies:Veridian.BurstNoiseLite.RuntimeVeridian.BurstNoiseLite.ManagedVeridian.BurstNoiseLite.EditorVeridian.BurstNoiseLite.Demo.RuntimeVeridian.BurstNoiseLite.Demo.EditorNamespaces:Veridian.BurstNoiseLiteVeridian.BurstNoiseLite.JobsThe public product title differs from the retained internal BurstNoiseLite namespace, menu, assembly, and folder identifiers.The Demo folder is optional after import.Main LimitationsUnity 6 onlyCPU/Burst implementation; no included GPU or shader APITiled convenience APIs are 2D onlyNo included 3D volume viewerNo complete PBR material bakerFlow FBM has no complete analytical derivative for the recursively advected final field2D texture export is capped at 2048 × 2048No terrain streaming, voxel meshing, biome, placement, or save frameworkSome methods and modifiers are nondifferentiable at boundaries or transitionsCross-platform bit-for-bit floating-point identity is not guaranteedRelated Product CompatibilityRock Generator Pro and Noise Texture Generator are separate, self-contained products that use related procedural techniques. They do not depend on Burst Procedural Noise Fields and can coexist with it in the same project.Rock Generator Pro focuses on procedural rock generation, placement, and environment-art workflows.Noise Texture Generator focuses on high-resolution procedural textures and PBR map baking.https://assetstore.unity.com/publishers/120204


