Documentation

WorleyNoise

Cellular noise field — distance-based, with selectable feature combinations and fractal octaves

Props

colorAstring
Default:#ffffff
Color where the noise field is low (typically near cell centers)
colorBstring
Default:#000000
Color where the noise field is high (typically near cell boundaries)
colorSpace"linear" | "oklch" | "oklab" | "hsl" | "hsv" | "lch"
Default:linear
Color space for color interpolation
scalenumber
Default:6
Number of cells across the canvas at the base octave
mode"f1" | "f2" | "f2MinusF1" | "f1PlusF2" | "f1TimesF2"
Default:f1
Field type. F1 = distance to nearest point. F2 = distance to second-nearest. F2 − F1 emphasises cell boundaries.
distance"euclidean" | "manhattan" | "chebyshev"
Default:euclidean
Distance metric. Euclidean = round cells. Manhattan = diamond. Chebyshev = square.
octavesnumber
Default:1
Number of fractal layers stacked at progressively finer scales
lacunaritynumber
Default:2
Scale multiplier between octaves (only active when Octaves > 1)
persistencenumber
Default:0.5
Amplitude multiplier between octaves (only active when Octaves > 1)
jitternumber
Default:1
How much each cell's point drifts inside its cell. 0 = rigid grid (banded look), 1 = fully random.
contrastnumber
Default:1
Steepness of the gradient between low and high regions
balancenumber
Default:0
Shifts the gradient midpoint. Negative pulls the field toward Color A, positive toward Color B.
seednumber
Default:0
Random seed — shifts the cell pattern without changing its overall structure
speednumber
Default:0.5
Animation speed — how fast each cell's point drifts

Usage

<Shader>
  <WorleyNoise />
</Shader>