Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-07-16 2026-07-23 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Burst Noise Fields – 1D, 2D & 3D
- Tools, Systems & Learning > Development Tools & Automation
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 Features
White, Value, Perlin, Simplex, and Voronoi noise in 1D, 2D, and 3D
Voronoi F1, F2, F2−F1, and Cell ID modes
Standard, Billow, Ridged, and PingPong FBM
Domain warp in 1D, 2D, and 3D
Standard and directional 2D domain warp
2D Flow FBM with per-axis control
Seamlessly repeating 2D noise and tiled FBM
Analytical derivatives where supported
Main-thread, managed-array, NativeArray, and explicit Job System APIs
ScriptableObject noise profiles
1D Signal Viewer and 2D Surface Viewer
Color texture, mesh, material, and prefab export
Demo launcher and detailed documentation
Noise Methods and Fractals
The package includes:
White Noise for deterministic per-cell values
Value Noise for smoothly interpolated lattice values
Perlin Noise for smooth gradient-based fields
Simplex Noise for general-purpose variation with reduced axis alignment
Voronoi Noise for nearest-distance, second-nearest-distance, boundary, and cell-ID output
FBM 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 Tiling
Domain warp changes the coordinates before the base field is evaluated, allowing procedural structures to bend, stretch, compress, or fold.
Included paths:
1D domain warp
Standard two-axis 2D domain warp
Directional 2D domain warp
3D domain warp
Base 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.
Derivatives
Smooth methods expose derivatives through the direct, profile, and job APIs.
1D: X derivative and value
2D: X derivative, Y derivative, and value
3D: X, Y, Z derivatives, and value
Derivatives 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 Levels
Noise Profiles for reusable Inspector-authored settings
NoiseMainThreadAPI for individual synchronous samples
BurstNoiseManagedAPI for managed arrays and RGBA32 grayscale textures
NoiseJobExtensions for concise NativeArray scheduling
NoiseJobAPI for explicit dimensions, buffers, and JobHandle dependencies
BurstNoiseCore for low-level use inside custom Burst jobs
BurstNoiseWarmup for optional initialization warmup
Public scheduling boundaries validate dimensions, array sizes, finite values, configuration ranges, tiled periods, and compatible noise families.
1D Signal Viewer
The 1D Signal Viewer is an Editor tool for inspecting and comparing procedural signals.
It includes:
Layered signals with add, subtract, and multiply blending
Wavelength, amplitude, seed, and domain-offset controls
FBM and domain warp
Low-pass and high-pass filters
Absolute value, Smoothstep, terracing, and clamping
Raw-value and first-derivative views
Domain-pan and time-axis animation
Per-layer C# snippet copying
The viewer is intended for inspection and tuning. It does not create project assets.
2D Surface Viewer and Export
The 2D Surface Viewer displays one or two fields as a temporary Scene-view surface.
It includes:
Standard noise, FBM, and Flow FBM
Optional second-layer blending
Relative and absolute sampling
Height scaling
Height-gradient, steepness, signed-slope, and curvature views
Terracing and shaped falloff masks
C# snippet copying
512, 1024, and 2048 color texture export
Mesh, material, and prefab export
Prefab 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 Uses
Procedural mesh displacement and height fields
Rock, terrain, cave, cloud, and density inputs
Biome and object-placement masks
Seeded variation
Runtime motion and animation signals
Texture inputs and grayscale maps
Voronoi regions and cell IDs
Surface normals, slope, and curvature
Custom Editor tools
Job-based generation pipelines
The 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 Reliability
The 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.
Important scope notes:
Unity 6 only
CPU/Burst implementation; no included GPU, ComputeShader, Shader Graph, or HLSL version
Tiled convenience APIs are 2D
Included viewers cover 1D and 2D; there is no 3D volume viewer
Flow FBM does not expose a complete analytical final-field derivative
The 2D viewer exports one visualization texture rather than a complete PBR material set
Texture export is capped at 2048 × 2048
No terrain streaming, voxel meshing, biome, placement, or save framework is included
Bit-for-bit cross-platform floating-point identity is not guaranteed