A great way to generate images without textures is to use noise functions. In this series I go through the most common ones and how to use them. To write noise functions I recommend you to first know the basics of shaders in unity. The tutorials also use surface shaders, so if you have problems understanding that part I recommend looking into it first.
I also recommend reading the noise tutorials in order since some of them build on each other and they become more complex for the most part.
- White noise:
- This tutorial explains the basics of generating random numbers and vectors in shaders.
- Value Noise:
- For value noise we interpolate between cells with random values.
- Perlin Noise:
- Perlin noise is another kind of noise generation which often delivers more interresting results.
- Layered Noise:
- This tutorial explains how to sample noise several times and layer it over itself to give the result more texture.
- Voronoi Noise:
- Voronoi noise is another kind of noise which generates cells. We can use random values in the cells or the distance to the border between the cells.
- Tiling Noise:
- Sometimes we want our noise to repeat after a few cells, this is how.
- Bake Noise into Texture:
- Noise can get pretty expensive, especially layered noise with multiple octaves. One simply way to counteract that is to bake the output of the noise to a texture and use that texture instead of procedural noise.