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Noise Texture Generator: Procedural PBR Baker preview
Unity

Noise Texture Generator: Procedural PBR Baker

By Veridian Systems

$15

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: $7.50. The latest store price is $15.

Recorded prices for Noise Texture Generator: Procedural PBR Baker 4 price observations from Jun 9, 2026 to Oct 31, 2026. Lowest recorded price $7.50. Exact dates and prices are listed below. $0.00 $7.50 $15.00 Jun 9, 2026: $7.50. Unity New Release Discount 2026-06-09 2026-06-23 Jun 9, 2026: $7.50. Unity New Release Discount 2026-06-09 2026-06-23 Jun 19, 2026: $15. Unity First Price 2026-06-19 2026-06-26 Oct 31, 2026: $15. Latest store price Jun 9, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$15Latest store price
$15Unity First Price 2026-06-19 2026-06-26
$7.50Unity New Release Discount 2026-06-09 2026-06-23
$7.50Unity New Release Discount 2026-06-09 2026-06-23

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Noise Texture Generator: Procedural PBR Baker

  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Realistic
  • Art & Visuals > Textures & Materials
The Noise Texture Generator is a multithreaded procedural noise engine and PBR material baker built for the Unity Editor and Runtime. Rather than relying on imported images or scanned data, this tool evaluates mathematical algorithms to synthesize physical material sets from scratch. It outputs a complete suite of textures—including Albedo, Normal, Height, Ambient Occlusion, Curvature, and Roughness maps—directly within Unity.

This tool is highly practical for:

• Generating tileable, 32-bit displacement heightmaps for massive terrains.
• Synthesizing organic surfaces like wood grain, eroded rock, or reptilian scales.
• Building intricate cellular structures like cobblestone, cracked ice, or pumice.
• Baking custom-packed RGBA masks to optimize memory for specialized environment shaders.

Total Commercial Ownership

Because this engine synthesizes pixels strictly from mathematical algorithms, the resulting outputs are entirely your own. You retain 100% commercial ownership over any textures, heightmaps, or materials you generate. You are completely free to use them in your commercial projects, or even to pack and resell the exported textures as standalone assets on the Unity Asset Store.

Dual-Layer Architecture & Analytical Derivatives

At the core of the engine is a dual-layer generation system. You can establish a base structure (Layer A) and a secondary detail pass (Layer B), blending them together to create highly complex material profiles.

A major factor in the visual fidelity of these generated maps is the engine's use of analytical derivatives. Traditional procedural generators often output a flat heightmap and apply an image-based blur (like a Sobel filter) to approximate depth. Instead, this engine calculates the exact mathematical slope of the noise functions in both the X and Y directions simultaneously with the elevation.

When Layer A and Layer B are combined—whether through standard mathematical blending or Signed Distance Field (SDF) boolean operations—their analytical derivatives are accurately calculated together. Because the resulting Normal and Curvature maps are derived directly from these combined numerical slopes, the textures retain exceptionally crisp micro-details without digital artifacting or stair-stepping.

Accurate Seamless Tiling

For environments requiring repeating surfaces, seamless tiling is a core architectural feature. With a single toggle, the engine mathematically wraps its coordinate space to create tileable outputs.

This approach ensures that nearly all of the included noise algorithms and applications tile accurately across massive terrains and modular architecture. While minor mathematical approximations exist when using high-octave Fractal Brownian Motion (FBM), the system cleanly handles complex overlaps and domain warping to provide reliable, continuous patterns without relying on mirrored edges or causing texture stretching.

Deep Procedural Toolset

The generator features an extensive library of mathematical functions to shape your materials:

• Base Algorithms: Simplex, Perlin, Value, White Noise, and Phasor (for anisotropic woven ripples).
• Voronoi Cellular Suite: F1, F2, F2-F1, F1/F2, Edge, and Cell ID modes with customizable Euclidean, Manhattan, or Chebyshev distance metrics.
• Fractal Brownian Motion (FBM): Stack noise frequencies using Standard, Billow, Ridged, PingPong, Swiss Erosion (thermal weathering), Flow (derivative-warped distortion), or Hybrid modes.
• Modifiers: Alter coordinates with Directional or Radial Domain Warping, apply stepped Topographical Terracing, or use Shape Masking.
• SDF Boolean Compositing: Combine procedural layers using standard math operations or SDF logic (Smooth Union, Subtraction, Intersection). SDF operations maintain continuous analytical derivatives even where distinct procedural shapes intersect.

Intelligent Colorization & PBR Packing

Color gradients are applied via programmatic evaluation rather than flat mapping, giving you precise control over the final material.

• Mathematical Color Modes: Apply colors based on surface geometry. Use Topological blending to apply gradients based on slopes and cavities, Voronoi Palette for tilework with adjustable grout lines, or Banded coloring for contour lines and wood grain.
• Custom PBR Packing: Automatically pack Metallic, AO, and Roughness data to match URP or HDRP Lit shader layouts. Alternatively, custom-route specific data buffers (Height, Curvature, Smoothness, etc.) into any exact RGBA channel to fit your own shader requirements.
• 32-Bit Displacement Export: The tool automatically intercepts the Unity TextureImporter to force Heightmaps to export as 32-bit floating-point .exr files, ensuring no quantization data is lost.
• Automated Material Setup: The baker dynamically queries your active render pipeline, constructs a native Lit material, assigns the generated textures, and enables the correct shader keywords automatically.

Responsive Editor Workflow

Creating procedural materials involves iteration, so the tool is built to keep feedback loops as short as possible.

• Multithreaded Performance: Evaluates heavy mathematical operations concurrently across background CPU threads using Unity's Burst compiler, keeping your editor responsive.
• Interactive Preview: The custom baker window features a split-screen viewport. Interactively preview the fully lit 3D material alongside isolated, real-time 2D maps before committing to a disk bake.
• Non-Destructive Profiles: Procedural setups are saved safely as ScriptableObject profiles, making it easy to store, duplicate, version-control, and share your configurations.
• VCS Friendly: Automatically hooks into AssetDatabase.MakeEditable() to gracefully handle checkouts for locked files on Perforce or Plastic SCM during the baking process.

35 Demo Profiles Included

Translating abstract parameters into recognizable materials takes practice. The package includes a script that automatically generates 35 pre-configured demo profiles directly into your project to serve as a starting point.

• Nature & Organic: Sweeping Sand Dunes, Desert Badlands, Overgrown Moss, Brain Coral, Sedimentary Rock Strata.
• Industrial: Brushed Steel, Damascus Steel, Woven Carbon Fiber, Rusty Corrugated Iron.
• Sci-Fi & Abstract: Cyber Circuitry, Alien Tissue, Plasma Energy Shield, Biomechanical Giger Tubes.

Runtime Execution & Programmer APIs

The underlying procedural engine is decoupled from the Editor UI, offering extensive flexibility for programmers who want to integrate noise math directly into their own systems:

• Runtime Texture Generation: Use the included RuntimeNoiseTextureGenerator component to evaluate profiles asynchronously and dynamically generate Texture2D materials in-game (ideal for loading screens).
• Main Thread API: The engine caches Burst function pointers, allowing you to synchronously query the noise math at specific X/Z coordinates directly on the main thread with near-zero overhead. Highly useful for scattering objects (like trees or rocks) exactly on the peaks or valleys of a noise field.
• Burst Job System API: Bypass the texturing pipeline entirely. Schedule highly optimized 2D noise jobs using NativeArray buffers to drive custom voxel engines, chunked terrain generators, or compute shader pipelines.

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