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|Name=Noise Texture  | |Name=Noise Texture  | ||
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Noise texture is a component that procedurally generates a 2D texture with a random noise pattern like TV static.  | |||
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{{Table ComponentFields  | {{Table ComponentFields  | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}  | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}  | ||
|FilterMode|TextureFilterMode|  | |FilterMode|TextureFilterMode| How to interpolate between pixels. see [[Type:TextureFilterMode|Texture Filter Mode]].  | ||
|AnisotropicLevel|Int|  | |AnisotropicLevel|Int| The level of anisotropy to use when <code>TextureFilterMode</code> is set to '''Anisotropic'''  | ||
|WrapModeU|TextureWrapMode|  | |WrapModeU|TextureWrapMode| How to handle the texture beyond 0->1 UVs on the X axis.  | ||
|WrapModeV|TextureWrapMode|  | |WrapModeV|TextureWrapMode| How to handle the texture beyond 0->1 UVs on the Y axis.  | ||
|MipmapBias|Float|  | |MipmapBias|Float| Whether to see lower resolution versions of the texture closer up or not (MipMaps).  | ||
|Profile|ColorProfile|  | |Profile|ColorProfile| What color space to render this texture in.  | ||
|Size|Int2|  | |Size|Int2| The size that the procedural texture should be when generated.  | ||
|Mipmaps|Bool|  | |Mipmaps|Bool| Whether to enable the generation of MipMaps.  | ||
|Format|TextureFormat|  | |Format|TextureFormat| What kind of texture format/compression to use for this texture.  | ||
|Seed|Int|  | |Seed|Int| The number to use to seed the generation of the noise for the texture.  | ||
|Monochrome|Bool|  | |Monochrome|Bool| Whether to make the noise generation use a mix of 2 colors rather than random colors.  | ||
|MonochromeMax|ColorX|  | |MonochromeMax|ColorX| Color 1 to use for the noise texture when <code>Monochrome</code> is enabled.  | ||
|MonochromeMin|ColorX|  | |MonochromeMin|ColorX| Color 2 to use for the noise texture when <code>Monochrome</code> is enabled.  | ||
|Bias|Float|  | |Bias|Float| The bias to use more of <code>MonochromeMax</code> or <code>MonochromeMin</code>  | ||
|Gain|Float|  | |Gain|Float| How much to brighten the entire texture.  | ||
|Clamp|Bool|  | |Clamp|Bool| Whether to keep color ranges for the output from going beyond 1 and causing bloom.  | ||
}}  | }}  | ||
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== Examples ==  | == Examples ==  | ||
Can be used as a way of adding texture to surfaces without using an actual stored texture. Can also be used for random TV static on a TV screen.  | |||
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== Related Components ==  | == Related Components ==  | ||
</translate>  | </translate>  | ||
[[Category:Components{{#translation:}}|Noise Texture]]  | [[Category:Components{{#translation:}}|Noise Texture]]  | ||
[[Category:Components:Assets:Procedural Textures{{#translation:}}|Noise Texture]]  | [[Category:Components:Assets:Procedural Textures{{#translation:}}|Noise Texture]]  | ||
Revision as of 21:09, 28 October 2024
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Component image 
Noise Texture component as seen in the Scene Inspector 

Noise texture is a component that procedurally generates a 2D texture with a random noise pattern like TV static.
Fields
| Name | Type | Description | 
|---|---|---|
persistent
 | 
Bool | Determines whether or not this item will be saved to the server. | 
UpdateOrder
 | 
Int | Controls the order in which this component is updated. | 
Enabled
 | 
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. | 
HighPriorityIntegration
 | 
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. | 
FilterMode
 | 
TextureFilterMode | How to interpolate between pixels. see Texture Filter Mode. | 
AnisotropicLevel
 | 
Int | The level of anisotropy to use when TextureFilterMode is set to Anisotropic
 | 
WrapModeU
 | 
TextureWrapMode | How to handle the texture beyond 0->1 UVs on the X axis. | 
WrapModeV
 | 
TextureWrapMode | How to handle the texture beyond 0->1 UVs on the Y axis. | 
MipmapBias
 | 
Float | Whether to see lower resolution versions of the texture closer up or not (MipMaps). | 
Profile
 | 
ColorProfile | What color space to render this texture in. | 
Size
 | 
Int2 | The size that the procedural texture should be when generated. | 
Mipmaps
 | 
Bool | Whether to enable the generation of MipMaps. | 
Format
 | 
TextureFormat | What kind of texture format/compression to use for this texture. | 
Seed
 | 
Int | The number to use to seed the generation of the noise for the texture. | 
Monochrome
 | 
Bool | Whether to make the noise generation use a mix of 2 colors rather than random colors. | 
MonochromeMax
 | 
ColorX | Color 1 to use for the noise texture when Monochrome is enabled.
 | 
MonochromeMin
 | 
ColorX | Color 2 to use for the noise texture when Monochrome is enabled.
 | 
Bias
 | 
Float | The bias to use more of MonochromeMax or MonochromeMin
 | 
Gain
 | 
Float | How much to brighten the entire texture. | 
Clamp
 | 
Bool | Whether to keep color ranges for the output from going beyond 1 and causing bloom. | 
Usage
Examples
Can be used as a way of adding texture to surfaces without using an actual stored texture. Can also be used for random TV static on a TV screen.