# Simple Noise node The Simple Noise node generates a pseudo-random value, also known as value noise, for each UV coordinate in the input **UV**. ## Ports | **Name** | **Direction** | **Type** | **Binding** | **Description** | |:------------ |:-------------|:-----|:---|:---| | **UV** | Input | Vector 2 | UV | The UV coordinates to input. For example UV coordinates, refer to [UV Nodes](UV-Nodes.md). | | **Scale** | Input | Float | None | How much to scale the size of the output. A higher value zooms out so there are more noise values in the same space. The default is 500. | | **Out** | Output | Float | None | The simple noise. The range of each value is between 0 and 1. | ## Hash Type The **Hash Type** dropdown determines the hash function Unity uses to generate random numbers for the noise generation. | **Option** | **Description** | |-|-| | **Deterministic** | Uses a hash function that generates the same noise across different platforms. This is the default option. | | **Legacy Sine** | Uses a sine-based hash function. For most uses, **Deterministic** replaces **Legacy Sine**. | ## Generated code example The following example code represents one possible outcome of this node. ``` inline float unity_noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } inline float unity_noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float unity_valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac(uv); f = f * f * (3.0 - 2.0 * f); uv = abs(frac(uv) - 0.5); float2 c0 = i + float2(0.0, 0.0); float2 c1 = i + float2(1.0, 0.0); float2 c2 = i + float2(0.0, 1.0); float2 c3 = i + float2(1.0, 1.0); float r0 = unity_noise_randomValue(c0); float r1 = unity_noise_randomValue(c1); float r2 = unity_noise_randomValue(c2); float r3 = unity_noise_randomValue(c3); float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x); float topOfGrid = unity_noise_interpolate(r2, r3, f.x); float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y); return t; } void Unity_SimpleNoise_float(float2 UV, float Scale, out float Out) { float t = 0.0; float freq = pow(2.0, float(0)); float amp = pow(0.5, float(3-0)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; freq = pow(2.0, float(1)); amp = pow(0.5, float(3-1)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; freq = pow(2.0, float(2)); amp = pow(0.5, float(3-2)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; Out = t; } ```