What it demonstrates
- Vertex displacement along normals driven by gradient noise
- Art-directable controls: Noise Scale (frequency) and Max Height (amplitude)
- Smooth, stylized results without heavy meshes
- Detail scales with mesh density (more vertices - more micro-features)
Tech
Vertex shader displacement, gradient noise, normal-based offset, real-time parameter controls.
Performance notes
Performance is mostly vertex-bound and scales with vertex count. If it gets heavy, lower mesh density or reduce perceived detail by increasing Noise Scale (broader forms) and limiting Max Height.