# Simple Noise Node ## Description Generates a simple, or [Value](https://en.wikipedia.org/wiki/Value_noise), noise based on input **UV**. The scale of the generated noise is controlled by input **Scale**. You can also choose to use two different hashing methods for calculating the noise. As of Unity version 2021.2, the Simple Noise node defaults to the **Deterministic** hash, to ensure consistent results for noise generation across platforms. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | UV | Input | Vector 2 | UV | Input UV value | | Scale | Input | Float | None | Noise scale | | Out | Output | Float | None | Output value | ## Controls | Name | Type | Options | Description | |:------------ |:-------------|:-----|:---| | Hash Type | Dropdown | Deterministic, LegacySine | Selects the hash function used to generate random numbers for noise generation. | ## Generated Code Example The following example code represents one possible outcome of this node. ``` inline float unity_noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } inline float unity_noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float unity_valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac(uv); f = f * f * (3.0 - 2.0 * f); uv = abs(frac(uv) - 0.5); float2 c0 = i + float2(0.0, 0.0); float2 c1 = i + float2(1.0, 0.0); float2 c2 = i + float2(0.0, 1.0); float2 c3 = i + float2(1.0, 1.0); float r0 = unity_noise_randomValue(c0); float r1 = unity_noise_randomValue(c1); float r2 = unity_noise_randomValue(c2); float r3 = unity_noise_randomValue(c3); float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x); float topOfGrid = unity_noise_interpolate(r2, r3, f.x); float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y); return t; } void Unity_SimpleNoise_float(float2 UV, float Scale, out float Out) { float t = 0.0; float freq = pow(2.0, float(0)); float amp = pow(0.5, float(3-0)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; freq = pow(2.0, float(1)); amp = pow(0.5, float(3-1)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; freq = pow(2.0, float(2)); amp = pow(0.5, float(3-2)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; Out = t; } ```