This is a collection of procedural noise generation shaders, written in Spark SL. On the surface, noise is a great way to add natural feeling movement to your effects. It can also be used as a foundation for building complex shaders like fire, fluids, rocks, and extra-dimensional objects! Noise--Curl:
This type of noise is commonly used to create smoke, flame, and fluid shaders. It can be used in conjunction with recursive normal distortion (as seen in FlowKit) to perturb a texture over time. Noise--Worley:
A type of cellular noise, similar to Voronoi. It can be used to create watery shaders, cracked clay, or simply for artistic effect. Noise--Simplex:
The speedy cousin of Perlin noise. It's the classic procedural noise, with an almost endless list of applications. Noise--Fractal:
Simplex noise with fractal behavior. You can set the level of detail depending on the desired level of grit or smoothness. Noise--Fast:
Super simple, fast noise that works well at extreme scales (very low or very high). It can be used to create static, streaks, or dancing light. Noise--Golden:
Static noise driven by the golden ratio φ.