Go step by step using simple visual sketches to explain how simple cellular noise concepts work (like Voronoi noise). Once you understand the basics, and see how you can implement it on a shader - you'll also be able to use the concept to make other patterns/effects.
Start with a standard full screen quad - with the uv coordinates going from 0,0 in the bottom left to 1,1 in the top right.
All of the implementation for the cell noise generator will happen on the fragment shader. We'll use the uv coordinates to generate the noise.
The first thing we're going to do, is scale the uv coordinates - so instead of 0 to 1, it'll go from 0 to 4.
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