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.

  1. White noise:
    • This tutorial explains the basics of generating random numbers and vectors in shaders.
  2. Value Noise:
    • For value noise we interpolate between cells with random values.
  3. Perlin Noise:
    • Perlin noise is another kind of noise generation which often delivers more interresting results.
  4. Layered Noise:
    • This tutorial explains how to sample noise several times and layer it over itself to give the result more texture.
  5. 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.
  6. Tiling Noise:
    • Sometimes we want our noise to repeat after a few cells, this is how.
  7. 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.