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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.

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At a Glance

PropertyValue
Exportnoise
BackendsWebGPU and WebGL2
Render passesOne fullscreen color-filter pass
Additional inputsNone

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

ParameterDefaultRangeDescription
amount0.50 to 1Strength 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.

  • Denoise reduces existing grain with color-weighted neighborhood filtering.
  • Sepia supplies a complementary warm photographic grade.
  • Vignette adds a radial photographic finishing treatment.