Noizy – Noise Graphs


Noizy is a Unity plugin that adds a visual node-based noise editor powered by FastNoise2.


by Boxey Dev


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Stop tuning noise blind through code. Wire nodes together in a dedicated graph editor, watch the result update live, then bake it into an asset you can sample from anywhere at runtime.


🧩 Visual Node Editor - Build noise entirely by connecting nodes in a dedicated graph window (Create > Noizy > Noise Graph). No hand-written math, no guessing what a formula does before you hit play.


🧩 45+ FastNoise2 Node Types - Every generator, fractal, domain warp, and blend type FastNoise2 offers is available as a node, searchable straight from the graph editor's add-node window.


🧩 Live Preview - Every node shows its own live preview, and the output node previews the full combined graph as you build it, so you always see what you're changing. Recolor every preview with your own gradient, saved per graph.


🧩 Reusable Subgraphs - Save any chunk of a graph as a Noise Subgraph asset and drop it into as many graphs as you like, the same way Shader Graph handles Sub Graphs. Pick one from the node search or drag it straight from the Project window, and edit it once to update everywhere it's used.


🧩 Export To Texture - Bake any graph straight to a Texture2D or Texture3D asset, or out to a PNG/EXR file, coloured through your own gradient. Includes seamless tiling for 2D, so exported textures repeat without visible seams.


🧩 Unity Terrain Integration - Drop a NoizyAsset onto a NoizyTerrain component and fill one or many Terrain heightmap tiles automatically, updating live in the editor as you tweak your graph, seed, or height settings.


🧩 Bake Once, Sample Anywhere - Design your graph in the editor, bake it into a NoizyAsset, then sample it at runtime with a few simple API calls. Fits terrain generation, procedural textures, particle effects, or any system that needs noise.


🧩 Grid, Point, or Batch Sampling - Pull a full 2D/3D grid, a single point for placement checks and biome lookups, or a scattered batch of arbitrary positions, whichever fits the job, without paying for the others.


🧩 Multi-Core Grid Generation - A single Evaluate call splits the grid across the job system's worker threads automatically, with no setup. Sizes the work per core so small grids don't pay for scheduling they won't get back.


🧩 Thread-Safe By Default - Sample the same asset from multiple threads at once, including background jobs and streaming systems. Each thread gets its own cached compiled tree automatically, no locking code required.


🧩 Burst & Job System Native Path - For hot loops that can't leave Burst-compiled code, sample directly inside an IJob/IJobParallelFor through a lightweight native tree handle.


🧩 Allocation-Friendly API - Reuse your own buffer across calls instead of allocating every frame, and get the generated min/max back for free, computed during generation, so normalizing never costs you a second pass.


🧩 Built-In Benchmark - Measure any graph on your actual hardware, single-threaded against parallel, and see which SIMD instruction set FastNoise2 picked for your CPU.


🧩 Editor Built To Last - Undo/redo, copy/paste/duplicate, reroute nodes for cleaner layouts, and autosave with crash/recompile recovery.


🧩 Demo Scene & Example Graphs - A runnable scene showing live noise driving a scrolling texture and a displaced terrain mesh, plus ready-made example graphs (Island, Marble, Wood) to pull apart and learn from.


🧩 Cross-Platform - Works in-editor and at runtime on Windows, macOS, and Linux, with native FastNoise2 binaries bundled for all three. macOS ships as a universal binary for both Intel and Apple Silicon.