Seamless voronoi Subgraphs for ShaderGraph (Unity 2021.3).
Forked from: https://github.com/Xentiie/SeamlessVoronoi
Made with this tutorial: https://www.ronja-tutorials.com/2018/10/06/tiling-noise.html
Based on the original algorithm, created as a subgraph because the custom node syntax was outdated.
All needed scripts were moved to an HLSL file.
"UV": Texture UV coordinates.
"Offset": Variation offset for the cells. For example, multiply by a time node to animate it.
"Density": Density of the cells.
"Period": How often the voronoi noise will tile.
Warped voronoi noise to create a seamless circular pattern.
Useful for Dissolve Masking.
"UV": Rectangular texture UV coordinates. Will get polarized internally.
"RadialScale": Radial Scale of the polar coordinates.
"Density": Density of the cells. Only some values will produce a seamless texture. Use 1, 2, 4, 5, 8, 9, or 10.
"Period": How often the voronoi noise will tile.
"Speed": Animation speed of the cells. Multiplied with the internal Time node.
"Power": Intensity of the voronoi noise. 0 = Full opacity. 0 > Increases dissolve.