Noise
Add controllable monochrome grain to the current image. noise provides a simple tactile
finishing effect for photographic grading, stylized presentation, and deliberately imperfect
rendered imagery.
At a Glance
| Property | Value |
|---|---|
| Export | noise |
| Backends | WebGPU and WebGL2 |
| Render passes | One fullscreen color-filter pass |
| Additional inputs | None |
Usage
import {ShaderPassRenderer} from '@luma.gl/engine';
import {noise, sepia} from '@luma.gl/effects';
const renderer = new ShaderPassRenderer(device, {shaderPasses: [sepia, noise]});
renderer.renderToScreen({
sourceTexture: sceneColorTexture,
uniforms: {sepia: {amount: 0.6}, noise: {amount: 0.2}}
});
Parameters
| Parameter | Default | Range | Description |
|---|---|---|---|
amount | 0.5 | 0 to 1 | Strength of the added black-and-white image grain. |
The zero setting leaves the image visually unchanged. Small positive values are usually enough for a subtle photographic finish.
Composition and Cost
Noise uses one source-color pass and does not allocate scene attachments or temporal history. Place it late in the effect chain when grain should remain sharp; blurring or temporal accumulation afterward will soften or average it. Use Denoise for the inverse operation on already noisy imagery.