Noise Texture Generator Lite: Procedural PBR Baker
Veridian Systems
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The free Lite version of the Burst-powered texture baker. Blend Voronoi, FBM, and SDF math to algorithmically generate and bake seamlessly tiling PBR materials directly within the Unity Editor.Requirements & Ecosystem IntegrationMinimum Unity Version: Unity 6 or newer.Render Pipelines: Fully compatible with the Universal Render Pipeline (URP), High Definition Render Pipeline (HDRP), and the Built-in Render Pipeline.Native Packages: Built natively on Unity’s modern C# core, requiring the Unity.Burst, Unity.Collections, and Unity.Mathematics packages. Because these are included by default in standard URP and HDRP projects, the tool typically requires no external setup or third-party DLLs.Core Procedural ArchitectureThe noise engine operates entirely on the CPU, evaluating purely mathematical spatial coordinates to synthesize physical textures from scratch. It does not accept external image inputs or scans.Burst-Compiled Execution: The engine fully utilizes the C# Job System to run multidimensional array allocations, spatial math, and compositing concurrently across background worker threads.True Analytical Partial Derivatives: Bypassing traditional image-based blurring (like Sobel filters), the engine relies on calculus. It calculates the exact X and Y slopes of the noise mathematically at the exact same time it computes the base elevation. These slopes are perfectly propagated through all Domain Warping, Fractal Brownian Motion (FBM) layers, and blending operations. The result is mathematically continuous normal vectors directly output from the procedural equations.LUT-Based Colorization: To maintain high performance across multi-threaded CPU jobs, complex Unity Gradient objects are sampled on the main thread and converted into highly optimized NativeArray Look-Up Tables (LUTs). These flat arrays are then passed into the Burst jobs to rapidly calculate topological and banded Albedo maps without allocating memory inside the job loop.Mathematical Toolset & CompositingBase Algorithms: Simplex, Perlin, Value, and White Noise.Voronoi Cellular Suite: F1, F2, F2-F1, and F1/F2. Supports Euclidean (with adjustable cell smoothness), Manhattan, and Chebyshev distance metrics, alongside controllable jitter.FBM (Fractal Brownian Motion): Recursive octave layering modes including Standard, Billow, Ridged, and PingPong.Modifiers: Domain Warping (Standard, Directional, and Radial transforms), Topographical Terracing (stepped contour lines), Contrast (Gain), and Midpoint (Bias). (Note: Radial Warping mathematically breaks coordinate wrapping and is automatically disabled when Seamless Tiling is active).SDF Compositing: When Layer A and Layer B overlap, standard mathematical blending often breaks analytical derivatives. By enabling Signed Distance Field (SDF) Boolean math (Smooth Union, Smooth Subtraction, Smooth Intersection), the engine mathematically interpolates the physical slopes of both shapes, ensuring the generated normal maps remain perfectly continuous across complex intersections.Export PipelineSupported Outputs: Albedo, Normal, and Heightmaps. The maximum bake resolution is capped at 1024x1024 in the Lite version.32-Bit Displacement Export: Intercepts the Unity TextureImporter to force Heightmaps to export as 32-bit floating-point .exr files, eliminating the stair-stepping quantization artifacts inherent in standard 8-bit images.VCS Integration: Hooks into AssetDatabase.MakeEditable() to automatically handle checkouts for locked files on Perforce or Plastic SCM during the texture baking process.Programmer APIs (Pro Version Only)The Lite version operates strictly as an Editor-based texture baking tool. The extensive C# Programmer APIs are exclusive to the Pro version. Upgrading completely decouples the generation mathematics from the Editor UI, exposing:Main Thread API: Exposes synchronous noise queries directly on the main thread to drive procedural object scattering (like placing trees strictly in valleys or on peaks).Burst Job System API: Exposes the raw IJobParallelFor structs used by the engine, allowing you to schedule parallelized 2D noise jobs to feed density data into custom voxel meshers or chunked terrain generators.Runtime Texture Component: A provided MonoBehaviour designed to evaluate noise profiles asynchronously and dynamically generate physical Texture2D maps in-game via UnityEvents.


