Table of Contents

Pattern Texture Generator

The Pattern Texture Generator is one of the texture generation editor tools that allows you to create a wide variety of procedural pattern textures directly inside Unity.

Open it via:

Gamelogic → Tools → Texture Generation → Pattern Texture Generator

Overview

The tool supports the following pattern types:

  • Checkerboard
  • White Noise
  • Multi-Channel White Noise
  • Color List Noise
  • HSL Color Map
  • Sine Grid

Each pattern offers its own set of controls, detailed below.

How It Works

  1. Select the Pattern Type.
  2. Adjust the Pattern Settings.
  3. Review the Preview (updates automatically).
  4. Click Save Texture to export as PNG.

Texture generation tools explain the workflow and global settings.

Pattern Types

Below are all available pattern types and their configurable properties.

CheckerBoard

Generates a two-color tiling pattern.

Control Range Description
Color 1 🎨 Color of the first tile.
Color 2 🎨 Color of the second tile.
Cell Dimensions Integers ≥ 1 Pixel width and height of each checker cell.


White Noise

Generates pure grayscale or color noise by interpolating between two colors.

Control Range Description
Color 1 🎨 Lower bound for noise interpolation.
Color 2 🎨 Upper bound for noise interpolation.


Multi-Channel White Noise

Generates independent white noise for Red, Green, and Blue, with channel isolation options.

Control Range Description
Value Range (Min) [–1, 1] Minimum sampling range for noise values.
Value Range (Max) [–1, 1] Maximum sampling range for noise values.
Channel View {All, Red, Green, Blue} Choose which channel(s) to visualize.


Color List Noise

Creates noise where each pixel is randomly assigned either a background color or a color chosen from a customizable list.

Control Range Description
Background Color 🎨 Base color for most pixels.
Foreground Colors 🎨* Editable list of possible foreground colors.
Foreground Probability [0, 1] Probability that a pixel uses a foreground color instead of the background.


Hue-Lightness Sheet

Generates an hue-lightness color sheet:

  • Horizontal axis: Hue
  • Vertical axis: Lightness (Black → Hue → White)
Control Range Description
(No additional controls) – Texture is fully determined by UV mapping.

!(../images/texture_generation/hsl_color.png)


Sine Grid

Creates smooth grid pattern using sin(2Ï€fx) * sin(2Ï€fy).

Control Range Description
Frequency [0, ∞] Number of oscillations across the texture.
Color 1 🎨 Color for low values (0).
Color 2 🎨 Color for high values (1).

Here are the missing documentation sections for the patterns your tool supports but your documentation page does not yet include:

Multi-Sine Grid

Adds three smooth grid patterns made from sin(2Ï€fx) * sin(2Ï€fy) each at a different frequency.

Control Range Description
Frequency 1 [0, ∞] Frequency of the first sine pair.
Amplitude 1 any Contribution strength of the first sine pair.
Offset 1 any Phase offset applied to the first sine pair.
Frequency 2 [0, ∞] Frequency of the second sine pair.
Amplitude 2 any Contribution strength of the second sine pair.
Offset 2 any Phase offset applied to the second sine pair.
Frequency 3 [0, ∞] Frequency of the third sine pair.
Amplitude 3 any Contribution strength of the third sine pair.
Offset 3 any Phase offset applied to the third sine pair.


Value Noise

Generates a smooth noise texture by sampling a coarse grid of white noise and bilinearly interpolating between them. Gamma can be applied to bias the distribution toward light or dark values.

Control Range Description
Frequency Power [0, 12] Determines grid resolution: cell size = textureSize / 2^N.
Log Gamma [–1, 1] Applies a gamma bias: value = pow(noise, 10^{–logGamma}).
Color 1 🎨 Low end of the color mapping.
Color 2 🎨 High end of the color mapping.


Multi-Channel Value Noise

Like Value Noise, but each of the RGB channels is generated independently, producing colored smooth noise.

Control Range Description
Frequency Power [0, 12] Determines grid resolution per channel.
Log Gamma [–1, 1] Gamma bias applied independently to each channel.
Color 1 / Color 2 🎨 (Not used for this mode — output comes from RGB noise.)

Voronoi

Generates a Voronoi diagram using Poisson-disk sampling for site placement and Delaunay triangulation for cell construction. Each Voronoi region is filled with a color chosen from a user-defined palette, ensuring adjacent regions receive different colors.

This pattern is useful for generating cellular textures, organic tiling, stylized maps, or region-based masks.

Control Range Description
Poisson Radius (0, ∞) Minimum distance between Voronoi sites. Larger values produce fewer, larger cells; smaller values produce denser, finer regions.
Foreground Colors 🎨* Palette of colors used to fill Voronoi regions. Adjacent regions are colored differently when possible.

How it works:

  1. Sites are generated using Poisson-disk sampling for even spatial distribution.
  2. A Delaunay triangulation is constructed from the sites.
  3. Voronoi cells are built from triangle circumcenters.
  4. Regions are graph-colored using the DSATUR algorithm to minimize color clashes.
  5. Each region is rasterized into the output texture.