So I put together a simple procedure to do this. It loads a series of noise images into an array (I just used the noise tool in my image editor), then made the part of my destination texture that I wanted noisy translucent, then it draws the noise first, iterates the index of the noise array, then draws the destination texture on top of it.
It’s kind of a not-so-great method, though, for these reasons:
- It looks more like a translucent texture with noise underneath it than an actual noisy texture.
- With a decent frame rate, it becomes very obvious that I only have a few premade noise textures. Even with ten or more textures to choose from. Adding more will increase filesize and memory use substantially.
So, does anyone know a method for generating noise in real time and applying it to a texture? I can come up with some even kludgier nonsense (hey why don’t we just randomly generate 1000 noise textures at load time?) but honestly, I’m hoping there is a more legitimate method at my disposal.