So i have question about the Unity Shader Graph: How can i generate seamless texture using noise? Which nodes i need to use or what i need to search for ? Will appreciate any answer!
What exactly are you trying to do? I mean you can throw in a Simple Noise or Gradient Noise node and you have a seamless "texture" of sorts, but I get the impression that's not exactly what you're looking for. If you're looking to do texture synthesis along the lines of Substance Designer, that's not really what Shader Graph is intended for. While it's possible to do some of the things Substance does, doing a full realistic texture in real time is exceedingly expensive. If you're looking to take an existing non-seamless texture and make it seamless in Shader Graph, that's possible, but again not what Shader Graph is intended for.
So i was working on the planet generation, but before the actual shader graph release. Now, i want to somehow generate planet textures by using the shader graph. Main problem for now - is that i have the edges at the sphere when using the shader graph, so i need to solve this to move next. To be clear, i need some kind of solution to generate hight resolution textures for my randomly generated planets. When i was looking for solution i find the shader graph, but it ends with the "seam" problem.
Yeah, like I said texture synthesis like this wasn't really Shader Graph's goal. What it sounds like you probably really want is some kind of 3D noise so you don't have to worry about UV seams. Shader Graph doesn't ship with a 3D noise node, but you could write one yourself. https://blogs.unity3d.com/2018/03/27/shader-graph-custom-node-api-using-the-code-function-node/ https://github.com/keijiro/NoiseShader
I don't know if you're still looking for a solution for this. In the event that you are, you can achieve what I think you are looking for using a simple noise node, convert it normals and then feed that into the normal map. Create a tiling and offset node and feed that into the UVs of the noise. This worked pretty well for me.
Same as @alanmthomas, I'm not sure you're still looking for a solution but it could be useful to someone else. You don't need a 3D noise, all you need is a 2D noise that can tile (e.g is periodic). It's going to be faster to compute and/or to store. You can definitely fine implementation of such noise online. I've also released a plugin, which among other features, gives you 2D/3D noise that can be tilable or not. You can even bake the result into a texture asset from ShaderGraph (the bake is for 2D noise only at the moment): ShaderGraph Essentials on the asset store Hope it helps !