# Gradient Noise Node ## Description Generates a gradient, or [Perlin](https://en.wikipedia.org/wiki/Perlin_noise), noise based on input **UV**. The scale of the generated noise is controlled by input **Scale**. In terms of performance cost, Gradient Noise node can be slightly more computationally intensive than sampling a texture map. You can also choose to use two different hashing methods for calculating the noise. As of Unity version 2021.2, the Gradient Noise node defaults to the **Deterministic** hash, to ensure consistent results for noise generation across platforms. Because the **UV** value is used as the seed for the noise generation, you can offset, scale, or distort the **UV** value to generate different noise patterns. ## 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 in the range 0.0 to 1.0 | ## Controls | Name | Type | Options | Description | |:----------|:---------|:-------------------------|:------------| | Hash Type | Dropdown | Deterministic, LegacyMod | 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. ``` float2 unity_gradientNoise_dir(float2 p) { p = p % 289; float x = (34 * p.x + 1) * p.x % 289 + p.y; x = (34 * x + 1) * x % 289; x = frac(x / 41) * 2 - 1; return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); } float unity_gradientNoise(float2 p) { float2 ip = floor(p); float2 fp = frac(p); float d00 = dot(unity_gradientNoise_dir(ip), fp); float d01 = dot(unity_gradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1)); float d10 = dot(unity_gradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0)); float d11 = dot(unity_gradientNoise_dir(ip + float2(1, 1)), fp - float2(1, 1)); fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x); } void Unity_GradientNoise_float(float2 UV, float Scale, out float Out) { Out = unity_gradientNoise(UV * Scale) + 0.5; } ```