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 handle the interpolation between pixels. | 
AnisotropicLevel
 | 
Int | The levels of Anisotropic filtering distances when using Anisotropic for FilterMode
 | 
WrapModeU
 | 
TextureWrapMode | How to repeat or mirror the texture along the X axis. this goes into affect when X values are outside of the range [0.0 to 1.0]. | 
WrapModeV
 | 
TextureWrapMode | How to repeat or mirror the texture along the Y axis. this goes into affect when Y values are outside of the range [0.0 to 1.0]. | 
MipmapBias
 | 
Float | Whether to see lower resolution versions of the texture closer up or not (MipMaps). | 
Profile
 | 
ColorProfile | The color profile to use for this texture's rendering. | 
Size
 | 
Int2 | The size of the procedural texture in pixels. | 
Mipmaps
 | 
Bool | Whether to enable the rendering of mipmaps, which are lower res textures at further distances from the camera to improve performance. | 
Format
 | 
TextureFormat | TextureFormat describes how Texture's pixel are stored in the VRAM. | 
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. | 
Sync Delegates
| Method Name | Method type and Arguments. | Is the method hidden? | Description | 
|---|---|---|---|
BakeTexture:Action
 | 
Action | X | BakeTexture first generates a Component:StaticTexture2D that is the same as this procedural texture. The resulting static texture replaces every reference to the original procedural texture. Lastly the original procedural texture is deleted. | 
Usage
Examples
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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.