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# Worley Noise 2D

A 2D Worley noise generator.

## Parameter Types

**Worley Noise 2D (float):**

|Input                |Type    |
                |---------------------|--------|
                |`Texture Coordinates`|Vector2f|
                |`Jitter`             |Float   |

|Output|Type |
                |------|-----|
                |`Out` |Float|

**Worley Noise 2D (vector3f):**

|Input                |Type    |
                |---------------------|--------|
                |`Texture Coordinates`|Vector2f|
                |`Jitter`             |Float   |

|Output|Type    |
                |------|--------|
                |`Out` |Vector3f|

**Worley Noise 2D (vector2f):**

|Input                |Type    |
                |---------------------|--------|
                |`Texture Coordinates`|Vector2f|
                |`Jitter`             |Float   |

|Output|Type    |
                |------|--------|
                |`Out` |Vector2f|

## Parameter description

- `Texture Coordinates`: The 2D coordinate at which the data is read for mapping a texture to a surface. The default uses the current UV coordinates, in which U is the horizontal axis and V is the vertical axis.
- `Jitter`: The amount to *jitter* or shift the center of each cell experiences. The default value is `1.0`. A smaller value creates a more regular pattern, and `0` creates perfect squares.

# 

# Discussion

The `Worley Noise 2D` node procedurally generates nonuniform cellular regions. Creates a finite number of center points, and each region is a polygon that surrounds the points closest to each center point.
Below is an example of a simple node graph that uses the `Worley Noise 2D` node to generate a black and white pattern procedurally:

![](images/ShaderGraph-Docs/WorleyNoise2dGraph.png)

Multiply the incoming texture coordinates with a constant float, which changes the frequency of the generated noise. A higher value corresponds to the pattern repeating more often.
You then run the output through a convert node to change it to a black and white color value.  Below is an example of a simple node graph that uses the `Worley Noise 2D` node to generate a black and white pattern procedurally:

![](images/ShaderGraph-Docs/WorleyNoise2dMaterial.png)

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