MF_AmoebaColorNoise is a procedural color generator included in the project as a demo example.
It demonstrates how the Seamless Wrap Function and Texture Baker (Generator Mode) can work not only with regular textures but also with any RGB output produced by procedural generators.

Amoeba Color Noise creates an organic “amoeba-like” color pattern with soft fractal noise, UV distortion, level shaping, and final mapping into a user-defined six-color palette.
It is used for:
- generating color patterns directly inside a material;
- demonstrating the RGB mode of Seamless Wrap;
- testing Texture Baker as a converter of procedural generators into final Texture2D assets;
- creating stylized, cartoonish, psychedelic, or amorphous textures without relying on external maps.
How the generator works
MF_AmoebaColorNoise is built from several stages:
1. Basic random noise (rand + classic value noise)
Uses Value Noise implemented via rand() and bilinear interpolation (noise()).
2. Fractal noise (fbm)
4 octaves (iterations), each doubling frequency and halving amplitude.
Produces a smooth, cloud-like result.
3. Coordinate distortion (warp)
Created using two independent FBM calls with different offsets.
The warp is added to UVs, forming organic amoeba-like shapes.
4. Brightness shaping (LevelsBias)
After normalizing the noise value, a pow() operation reshapes the distribution — from soft gradients to high-contrast patches.
5. Color quantization (palette mapping)
n → index from 0 to 5 → palette color selection
This results in segmented color “islands”.
MF_AmoebaColorNoise Parameters
Below is a convenient breakdown of all parameters, grouped for intuitive use.

1. Color Palette
The generator selects a color based on brightness, from index 0–5.
- Color_01 (float3) — color for lowest values
- Color_02 (float3)
- Color_03 (float3)
- Color_04 (float3)
- Color_05 (float3)
- Color_06 (float3) — color for highest values
Color index is calculated as:
index = clamp(int(n * 6), 0, 5)
Where n is the result of the fractal + warp + levels pipeline.
This produces:
- smooth clouds → with low LevelsBias
- sharp amoeba-like patches → with high LevelsBias
2. Shape Controls
• Scale (float)
Controls the scale of the fractal noise.
- High values → dense, fine-detailed noise
- Low values → large soft patches, fewer details
Recommended range: 1–20
• Distortion (float)
Strength and direction of UV distortion (warp).
0→ no distortion, pure FBM- Higher values (2–6) → organic, flowing amoeba-like forms
• LevelsBias (float)
Controls the contrast of the amoeba pattern.
Applied as:
n = pow(n, LevelsBias)
< 1→ soft transitions= 1→ linear> 1→ high contrast, sharp color islands
Recommended range: 0.3–3
How to use Amoeba Color Noise
1) Real-time image generation inside a material

The RGB output can be plugged directly into Base Color.
2) Texture Baker (Generator Mode)

The result can be baked into a Texture2D:
- for render optimization
- for further processing (e.g., Seamless Wrap)
- for exporting into other projects
3) Seamless Wrap with an RGB source

A key purpose of this example is to show that Seamless Wrap works even when the input is not a texture, but a dynamic RGB output of a function.