Erosion Noise

침식 노이즈

Branching ridges that look carved into a noise field by flowing water.

Also known as: ErosionNoiseerosion ridgeshydraulic erosion texture

Moves in browsers that support WebGPU

This device could not render the demo — showing a still

React
// Renders only in browsers with WebGPU.
import { Shader, ErosionNoise } from 'shaders/react'

export default function ShaderEffect() {
  return (
    <Shader style={{ width: '100%', height: 320 }} disableTelemetry>
      <ErosionNoise />
    </Shader>
  )
}
Vue
<!-- Renders only in browsers with WebGPU. -->
<script setup lang="ts">
import { Shader, ErosionNoise } from 'shaders/vue'
</script>

<template>
  <Shader style="width: 100%; height: 320px" :disable-telemetry="true">
    <ErosionNoise/>
  </Shader>
</template>
Svelte
<!-- Renders only in browsers with WebGPU. -->
<script>
  import { Shader, ErosionNoise } from 'shaders/svelte'
</script>

<Shader style="width: 100%; height: 320px" disableTelemetry>
  <ErosionNoise />
</Shader>
Solid
// Renders only in browsers with WebGPU.
import { Shader, ErosionNoise } from 'shaders/solid'

export default function ShaderEffect() {
  return (
    <Shader style={{ width: '100%', height: '320px' }} disableTelemetry>
      <ErosionNoise />
    </Shader>
  )
}
JavaScript
// Renders only in browsers with WebGPU.
// expects <canvas id="canvas" style="width:100%;height:320px"></canvas> on the page
import { createShader } from 'shaders/js'

const shader = await createShader(document.getElementById("canvas"), {
  components: [
    {
      type: 'ErosionNoise',
    }
  ]
}, { disableTelemetry: true })

Props · ErosionNoise

Changes apply to the demo above and to the code tabs. Descriptions come from the library registry (MIT).

NameValueDefaultRange / optionsDescription
colorAColor A#ffffff—First color
colorBColor B#000000—Second color
stopsColorsSet in codenull—Multi-stop gradient colors (overrides Color A / Color B when set)
colorSpaceColor Spacelinearlinear · oklch · oklab · hsl · hsv · lchColor space for color interpolation
scaleScale1.5-2 – 5 (step 0.1)Pattern scale (higher = larger patterns)
contrastContrast0-1 – 5 (step 0.1)Pattern contrast (higher = sharper transitions)
balanceBalance0-1 – 1 (step 0.05)Balance between colors (negative = more colorB, positive = more colorA)
seedSeed00 – 100 (step 1)Random seed for pattern variation

Every component also takes blendMode · opacity · visible · maskSource/maskType · boundingBox · id

Its branching grooves and ridges resemble marks left when rain cuts through soil. It draws a pattern with the look of eroded ground; it is not a tool for simulating real terrain.

`scale` defaults to 1.5 and ranges from -2 to 5; higher values make the pattern larger. `contrast` defaults to 0 and ranges from -1 to 5; higher values separate grooves from brighter areas more sharply. `balance` defaults to 0 and ranges from -1 to 1, shifting the mix toward the second color below zero and the first above zero. `seed` defaults to 0 and ranges from 0 to 100, changing the ridge layout.

This generator draws the ridged pattern directly instead of applying it to an image. Pair it with `FractalNoise` to contrast broad forms with broken detail. High `contrast` can make narrow grooves stand out and roughen a background, so lower it near text.

When to use

Use it for eroded-looking surfaces, branching ridge backgrounds, and rough abstract materials. Avoid it for smooth surfaces or when you need to represent real terrain data.

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