Noise Texture Generator: Procedural PBR Baker OFFICIAL SALE

Overview

The Noise Texture Generator is a multithreaded procedural noise engine and PBR material baker built for the Unity Editor and Runtime. Rather than relying on imported images or scanned data, this tool evaluates pure mathematical functions to synthesize high-quality physical material sets from scratch. It outputs a complete suite of textures—including Albedo, Normal, Height, Ambient Occlusion, Curvature, and Roughness maps—directly within Unity.

This tool is highly practical for generating seamlessly tileable displacement heightmaps for massive terrains, synthesizing organic surfaces like wood grain or eroded rock, creating intricate cellular structures like cobblestone, and baking custom-packed RGBA masks to drive specialized environment shaders.


Total Commercial Ownership

Because this engine synthesizes pixels strictly from mathematical algorithms, the resulting outputs are entirely your own. You retain 100% commercial ownership over any textures, heightmaps, or materials you create. You are completely free to use them in your commercial games, or to pack and resell the exported textures as standalone assets on the Unity Asset Store.


Pristine Quality via Analytical Derivatives

A major factor in the visual fidelity of these generated maps is the engine's use of analytical derivatives. Traditional procedural generators often output a flat heightmap and apply a post-process blur filter to approximate surface depth. Instead, this engine calculates the exact, mathematical slope of the noise function in both the X and Y directions at the exact same time it calculates the elevation.

Because the resulting Normal and Curvature maps are derived directly from these numerical slopes, the textures are exceptionally crisp, retaining highly accurate micro-details without digital artifacting or stair-stepping.


Flawless Tiling via 4D Mathematics

For environments requiring repeating surfaces, seamless tiling is a core architectural feature of this tool. With a single toggle, the engine handles the complex mathematics required to shift its evaluations into 4-dimensional noise space. This approach mathematically locks the coordinate scales and forces the procedural space to wrap flawlessly. As a result, almost all of the included noise algorithms can tile infinitely across large terrains and architecture without any visible seams, mirroring, or stretching.


Responsive Editor Workflow & Real-Time Preview

Creating procedural materials naturally involves trial and error, so the tool is built to keep iteration times as short as possible. The engine is fully multithreaded and utilizes Unity's Burst compiler to evaluate heavy mathematical operations across background CPU threads.

The custom baker window features a responsive, split-screen viewport that allows you to interactively preview the fully lit 3D material alongside isolated, real-time 2D maps (Albedo, Normal, Height, Ambient Occlusion, and Curvature) before committing to a high-resolution disk bake. Your procedural setups are saved safely as non-destructive ScriptableObject (.asset) profiles, making it incredibly easy to store, duplicate, version-control, and swap your material configurations.


35 Demo Profiles

Translating abstract mathematical parameters into recognizable materials takes practice. To provide an immediate starting point, the package includes a script that automatically generates 35 pre-configured demo profiles directly into your project. These templates cover a wide range of surfaces, from natural elements like Desert Badlands and Sweeping Sand Dunes to industrial setups like Brushed Steel and Sci-Fi Cyber Circuitry.

While the promotional images showcase some of these presets, they represent just the tip of a vast iceberg of possibilities. By dissecting these profiles, you can explore the engine's more complex algorithms—such as Phasor noise for anisotropic woven ripples, the Voronoi cellular suite, and Fractal Brownian Motion (FBM) types like Swiss Erosion—and mutate them into your own infinite variations.


Runtime Execution & Custom Job APIs

The underlying procedural engine is completely decoupled from the Editor UI, offering extensive flexibility for programmers who want to integrate noise math directly into their own systems:

  • Runtime Texture Generation: The included RuntimeNoiseTextureGenerator component evaluates noise profiles asynchronously to dynamically generate Texture2D materials in-game. This is highly useful for randomizing environmental textures during loading screens.
  • Main Thread API: The engine caches Burst function pointers, enabling you to synchronously query the noise math at specific X/Z coordinates directly on the main thread with near-zero overhead. This is ideal for procedurally scattering objects (like trees or rocks) strictly on the peaks or valleys of a noise field without needing to generate a full texture.
  • Burst Job System API: Programmers can bypass the texturing pipeline entirely. The NoiseJobAPI exposes the raw, Burst-compiled math, allowing you to schedule highly optimized 2D noise jobs using NativeArray buffers. This opens the door to tasks completely unrelated to textures, such as driving custom voxel engines, generating chunked terrain data, or feeding compute shader pipelines.