Attributed HLSL noise functions with seven selectable variants, layered sampling and a focused URP surface example featuring palette controls and derivative-based normal shading.Explore seven selectable noise variants through an attributed HLSL library and a focused URP material/controller example. Includes layered sampling, a local animation clock, palette presets and derivative-based normal shading, with a five-page English PDF manual.The Glacial Relief demonstration illustrates a shaded surface: it is not physical liquid or generated geometry. Other included modes are documented but not individually shown in that preview.Original noise algorithms remain credited to Ashima Arts and Stefan Gustavson, with the retained NoiseShader upstream notices. This is a focused integration/example rather than a wholly new noise algorithm library.Unity 6000.0.30f1 / URP 17.0.3; tested on Windows / Direct3D 11. Seven noise variants, layered sampling, controller, palette presets and five-page English manual.Carrier remains an opaque square quad, including depth outside the circular visual mask. Derivative Height changes shading, not vertices, collision or simulation. Raw Noise display remaps/clamps values and applies intensity/edge masking; it is not a floating-point texture exporter.Spatial periodicity does not imply seamless animation; local clock wraps at 120 seconds. Direct HLSL callers must provide finite coordinates and positive periods. No built-in Shader Graph custom-node package, mobile/XR certification or FPS guarantee.AI was used during code refactoring and scene preparation.




