shader-noise

Community

Procedural GLSL noise for lifelike textures.

Authortanepiper
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Procedural noise provides coherent randomness for graphics, enabling natural-looking textures and patterns without random, scattered results.

Core Features & Use Cases

  • Supports multiple noise types (Value, Perlin, Simplex, Worley) with variants like FBM, ridged FBM, and turbulence.
  • Includes domain warping and animated noise for dynamic textures (terrain, clouds, water, marble).
  • Example use: create terrain height maps, cloud layers, or marble stone textures for shaders.

Quick Start

float n = snoise(uv * 5.0); float n2 = fbm(uv * 3.0, 4); // Ridged FBM for mountains float m = ridgedFbm(uv * 2.0, 3);

Dependency Matrix

Required Modules

None required

Components

scriptsreferences

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: shader-noise
Download link: https://github.com/tanepiper/teskooano/archive/main.zip#shader-noise

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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