Burst Noise Fields is a free CPU-based procedural-noise toolkit for Unity 6. It provides deterministic 1D signals, 2D fields, and 3D volumes for procedural geometry, masks, textures, animation signals, density fields, editor tools, and runtime generation.
In this asset, “noise” means mathematical procedural fields rather than audio noise.
The package is intended for developers and technical artists who want procedural values, derivatives, managed generation, and Unity Job System workflows without adopting a larger node-based framework.
Main Features
See These Methods Used in Complete Production Tools
Many of the same techniques are also used in two separate Veridian tools:
Rock Generator Pro applies related 3D noise methods to procedural rock forms and related 2D methods to texturing. It shows how layered noise, FBM, masks, deformation, and procedural texturing can become part of an environment-art pipeline.
Noise Texture Generator applies related 2D noise, tiling, FBM, and derivative techniques to high-resolution procedural texture generation and PBR material baking.
Both products are self-contained. Neither depends on Burst Procedural Noise Fields, and all three can coexist in one project.
Noise Methods and Fractals
The package includes:
FBM combines multiple octaves of a selected method. Octave count, lacunarity, persistence, seed, frequency, and output range are configurable. Standard, Billow, Ridged, and PingPong transforms provide different field shapes without requiring separate base algorithms.
The same settings model is used across direct sampling, profiles, managed generation, and scheduled jobs. A setup can move from a single sample to a full field or volume without changing its basic structure.
Domain Warp, Flow, and Tiling
Domain warp changes the coordinates before the base field is evaluated, allowing procedural structures to bend, stretch, compress, or fold.
Included paths:
Base and warp fields have separate seeds, frequencies, noise types, and FBM settings. Analytical derivatives account for the coordinate transformation where supported.
Flow FBM uses derivative information from earlier octaves to move later sample positions. It can create swept, curved, folded, or directional structures. Controls include octaves, lacunarity, persistence, flow strength, and an X/Y flow mask.
The tiled API produces repeating 2D White, Value, Perlin, Simplex, Voronoi, and FBM fields over a defined procedural period. Tiled settings work with direct samples, managed arrays, textures, and NativeArray jobs.
Derivatives
Smooth methods expose derivatives through the direct, profile, and job APIs.
Derivatives can drive surface normals, slope, directional change, flow, masks, placement rules, and field analysis.
Some methods are only piecewise differentiable. White Noise and Cell ID are constant inside cells, Voronoi gradients change at cell boundaries, and terracing or clamping creates nondifferentiable transitions.
Multiple API Levels
Public scheduling boundaries validate dimensions, array sizes, finite values, configuration ranges, tiled periods, and compatible noise families.
1D Signal Viewer
The 1D Signal Viewer is an Editor tool for inspecting and comparing procedural signals.
It includes:
The viewer is intended for inspection and tuning. It does not create project assets.
2D Surface Viewer and Export
The 2D Surface Viewer displays one or two fields as a temporary Scene-view surface.
It includes:
Prefab export generates its mesh and texture from the same captured settings. It uses unique asset names, recalculates normals and bounds, and attempts to remove assets created by an incomplete export.
The preview object is Editor-only and is not saved into the scene.
Typical Uses
The asset provides fields and utilities rather than a complete world-generation framework. Terrain streaming, voxel meshing, biome management, placement, rendering, and save systems remain project-specific.
Performance and Reliability
The implementation is designed for Unity Mathematics, Burst, NativeArray, and the Job System. It supports direct sampling, managed convenience generation, reusable native buffers, and dependency-based bulk generation.
Cost depends on dimension, algorithm, octave count, derivatives, tiling, warp settings, Flow settings, output size, and hardware. Voronoi, high-octave FBM, tiled derivatives, Flow FBM, and 3D domain warp are naturally more expensive than a single low-dimensional sample.
Related Veridian Production Tools
The free API is intended for custom procedural systems. The related paid tools apply many of the same techniques to complete production workflows.
Rock Generator Pro
Rock Generator Pro uses related 3D methods to generate and vary rock geometry, together with related 2D texturing methods.
Its wider workflow includes:
It is a separate rock-generation product, not a Pro edition of this API.
Noise Texture Generator
Noise Texture Generator uses related 2D noise, tiling, FBM, and derivative techniques in a multithreaded procedural texture and PBR material-baking workflow.
It can generate high-resolution tileable patterns and bake:
Its derivative-based workflows calculate surface information from the underlying procedural field rather than relying only on image-space blur approximations.
It is a separate texture-authoring product, not a required dependency.
Both products are self-contained, do not depend on Burst Procedural Noise Fields, and can coexist with it in the same project.
View the complete Veridian catalog:
https://assetstore.unity.com/publishers/120204
Demo, Documentation, and Scope
The demo launcher opens both viewers and can create:
Assets/VeridianData/BurstNoiseLite/Exports
The Demo folder can be removed when the launcher and readme scene are no longer needed. Keep the Runtime, Managed, and Editor folders for normal use.
The documentation covers setup, algorithms, viewers, derivatives, tiling, domain warp, Flow FBM, API usage, performance, troubleshooting, and limitations.
Important scope notes: