shader-noise
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ChineseShader Noise
着色器噪声
Procedural noise creates natural-looking randomness. Unlike , noise is coherent—nearby inputs produce nearby outputs.
random()程序化噪声可生成具有自然外观的随机性。与函数不同,噪声具有连贯性——相近的输入会产生相近的输出。
random()Quick Start
快速开始
glsl
// Simple usage
float n = snoise(uv * 5.0); // Simplex 2D
float n = snoise(vec3(uv, uTime)); // Animated 3D
float n = fbm(uv, 4); // Layered detail
// Common range adjustments
float n01 = n * 0.5 + 0.5; // [-1,1] → [0,1]
float sharp = step(0.0, n); // Binary threshold
float smooth = smoothstep(-0.2, 0.2, n); // Soft thresholdglsl
// 简单用法
float n = snoise(uv * 5.0); // 2D Simplex噪声
float n = snoise(vec3(uv, uTime)); // 带动画的3D噪声
float n = fbm(uv, 4); // 分层细节噪声
// 常见范围调整
float n01 = n * 0.5 + 0.5; // [-1,1] → [0,1]
float sharp = step(0.0, n); // 二进制阈值
float smooth = smoothstep(-0.2, 0.2, n); // 平滑阈值Noise Types Comparison
噪声类型对比
| Type | Speed | Quality | Use Case |
|---|---|---|---|
| Value | Fastest | Blocky | Quick prototypes |
| Perlin | Fast | Good | General purpose |
| Simplex | Fast | Best | Modern default |
| Worley | Slower | Cellular | Cells, cracks, scales |
| 类型 | 速度 | 质量 | 适用场景 |
|---|---|---|---|
| 值噪声 | 最快 | 块状感 | 快速原型开发 |
| Perlin噪声 | 快 | 良好 | 通用场景 |
| Simplex噪声 | 快 | 最优 | 现代默认选择 |
| Worley噪声 | 较慢 | 细胞状 | 细胞、裂纹、鳞片效果 |
Value Noise
值噪声
Interpolated random values at grid points. Simple but blocky.
glsl
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float valueNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Smoothstep interpolation
vec2 u = f * f * (3.0 - 2.0 * f);
// Four corners
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Bilinear interpolation
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}在网格点处插值随机值,实现简单但带有块状感。
glsl
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float valueNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Smoothstep插值
vec2 u = f * f * (3.0 - 2.0 * f);
// 四个顶点
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// 双线性插值
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}Simplex Noise (Recommended)
Simplex噪声(推荐)
Best quality-to-performance ratio. Use this as default.
拥有最优的质量性能比,作为默认选择使用。
2D Simplex
2D Simplex噪声
glsl
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m;
m = m*m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}glsl
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m;
m = m*m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}3D Simplex
3D Simplex噪声
glsl
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod(i, 289.0);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}glsl
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod(i, 289.0);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}Worley (Cellular) Noise
Worley(细胞)噪声
Creates cell-like patterns. Great for scales, cracks, caustics.
glsl
vec2 random2(vec2 st) {
st = vec2(dot(st, vec2(127.1, 311.7)), dot(st, vec2(269.5, 183.3)));
return fract(sin(st) * 43758.5453123);
}
float worley(vec2 st) {
vec2 i_st = floor(st);
vec2 f_st = fract(st);
float minDist = 1.0;
// Check 3x3 neighborhood
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = random2(i_st + neighbor);
// Animate points
// point = 0.5 + 0.5 * sin(uTime + 6.2831 * point);
vec2 diff = neighbor + point - f_st;
float dist = length(diff);
minDist = min(minDist, dist);
}
}
return minDist;
}
// F2 - F1 variant (cracks/veins)
vec2 worley2(vec2 st) {
vec2 i_st = floor(st);
vec2 f_st = fract(st);
float f1 = 1.0; // Closest
float f2 = 1.0; // Second closest
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = random2(i_st + neighbor);
vec2 diff = neighbor + point - f_st;
float dist = length(diff);
if (dist < f1) {
f2 = f1;
f1 = dist;
} else if (dist < f2) {
f2 = dist;
}
}
}
return vec2(f1, f2);
}生成细胞状图案,非常适合制作鳞片、裂纹、焦散效果。
glsl
vec2 random2(vec2 st) {
st = vec2(dot(st, vec2(127.1, 311.7)), dot(st, vec2(269.5, 183.3)));
return fract(sin(st) * 43758.5453123);
}
float worley(vec2 st) {
vec2 i_st = floor(st);
vec2 f_st = fract(st);
float minDist = 1.0;
// 检查3x3邻域
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = random2(i_st + neighbor);
// 使点动画
// point = 0.5 + 0.5 * sin(uTime + 6.2831 * point);
vec2 diff = neighbor + point - f_st;
float dist = length(diff);
minDist = min(minDist, dist);
}
}
return minDist;
}
// F2 - F1变体(裂纹/脉络)
vec2 worley2(vec2 st) {
vec2 i_st = floor(st);
vec2 f_st = fract(st);
float f1 = 1.0; // 最近距离
float f2 = 1.0; // 第二近距离
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = random2(i_st + neighbor);
vec2 diff = neighbor + point - f_st;
float dist = length(diff);
if (dist < f1) {
f2 = f1;
f1 = dist;
} else if (dist < f2) {
f2 = dist;
}
}
}
return vec2(f1, f2);
}FBM (Fractal Brownian Motion)
FBM(分形布朗运动)
Layer multiple noise octaves for natural detail at all scales.
glsl
float fbm(vec2 st, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * snoise(st * frequency);
frequency *= 2.0; // Lacunarity
amplitude *= 0.5; // Gain/Persistence
}
return value;
}
// Configurable FBM
float fbm(vec2 st, int octaves, float lacunarity, float gain) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * snoise(st * frequency);
frequency *= lacunarity;
amplitude *= gain;
}
return value;
}叠加多个噪声八度,在所有尺度上生成自然细节。
glsl
float fbm(vec2 st, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * snoise(st * frequency);
frequency *= 2.0; // 间隙度
amplitude *= 0.5; // 增益/持续性
}
return value;
}
// 可配置的FBM
float fbm(vec2 st, int octaves, float lacunarity, float gain) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * snoise(st * frequency);
frequency *= lacunarity;
amplitude *= gain;
}
return value;
}FBM Variants
FBM变体
glsl
// Ridged FBM (mountains, lightning)
float ridgedFbm(vec2 st, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
float n = snoise(st * frequency);
n = 1.0 - abs(n); // Ridge
n = n * n; // Sharpen
value += amplitude * n;
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
// Turbulence (absolute value, always positive)
float turbulence(vec2 st, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * abs(snoise(st * frequency));
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}glsl
// 山脊状FBM(山脉、闪电)
float ridgedFbm(vec2 st, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
float n = snoise(st * frequency);
n = 1.0 - abs(n); // 山脊效果
n = n * n; // 锐化
value += amplitude * n;
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
// 湍流噪声(绝对值,始终为正)
float turbulence(vec2 st, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * abs(snoise(st * frequency));
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}Domain Warping
域扭曲
Distort the input coordinates with noise for organic shapes.
glsl
// Simple domain warp
float warpedNoise(vec2 st) {
vec2 q = vec2(
snoise(st),
snoise(st + vec2(5.2, 1.3))
);
return snoise(st + q * 2.0);
}
// Double domain warp (more complex)
float doubleWarp(vec2 st) {
vec2 q = vec2(
fbm(st, 4),
fbm(st + vec2(5.2, 1.3), 4)
);
vec2 r = vec2(
fbm(st + q * 4.0 + vec2(1.7, 9.2), 4),
fbm(st + q * 4.0 + vec2(8.3, 2.8), 4)
);
return fbm(st + r * 4.0, 4);
}
// Animated warp
float animatedWarp(vec2 st, float time) {
vec2 q = vec2(
fbm(st + vec2(0.0, 0.0), 4),
fbm(st + vec2(5.2, 1.3), 4)
);
vec2 r = vec2(
fbm(st + q * 4.0 + vec2(1.7, 9.2) + 0.15 * time, 4),
fbm(st + q * 4.0 + vec2(8.3, 2.8) + 0.126 * time, 4)
);
return fbm(st + r * 4.0, 4);
}使用噪声扭曲输入坐标,生成有机形状。
glsl
// 简单域扭曲
float warpedNoise(vec2 st) {
vec2 q = vec2(
snoise(st),
snoise(st + vec2(5.2, 1.3))
);
return snoise(st + q * 2.0);
}
// 双重域扭曲(更复杂)
float doubleWarp(vec2 st) {
vec2 q = vec2(
fbm(st, 4),
fbm(st + vec2(5.2, 1.3), 4)
);
vec2 r = vec2(
fbm(st + q * 4.0 + vec2(1.7, 9.2), 4),
fbm(st + q * 4.0 + vec2(8.3, 2.8), 4)
);
return fbm(st + r * 4.0, 4);
}
// 带动画的域扭曲
float animatedWarp(vec2 st, float time) {
vec2 q = vec2(
fbm(st + vec2(0.0, 0.0), 4),
fbm(st + vec2(5.2, 1.3), 4)
);
vec2 r = vec2(
fbm(st + q * 4.0 + vec2(1.7, 9.2) + 0.15 * time, 4),
fbm(st + q * 4.0 + vec2(8.3, 2.8) + 0.126 * time, 4)
);
return fbm(st + r * 4.0, 4);
}Common Use Cases
常见应用场景
Terrain Height
地形高度
glsl
float terrainHeight(vec2 pos) {
float height = 0.0;
// Base terrain
height += fbm(pos * 0.01, 6) * 100.0;
// Mountains (ridged)
height += ridgedFbm(pos * 0.005, 4) * 200.0;
// Detail
height += snoise(pos * 0.1) * 5.0;
return height;
}glsl
float terrainHeight(vec2 pos) {
float height = 0.0;
// 基础地形
height += fbm(pos * 0.01, 6) * 100.0;
// 山脉(山脊状)
height += ridgedFbm(pos * 0.005, 4) * 200.0;
// 细节
height += snoise(pos * 0.1) * 5.0;
return height;
}Clouds
云层
glsl
float clouds(vec2 uv, float time) {
vec2 motion = vec2(time * 0.1, 0.0);
float density = fbm(uv * 3.0 + motion, 5);
density = smoothstep(0.0, 0.5, density);
return density;
}glsl
float clouds(vec2 uv, float time) {
vec2 motion = vec2(time * 0.1, 0.0);
float density = fbm(uv * 3.0 + motion, 5);
density = smoothstep(0.0, 0.5, density);
return density;
}Fire/Flames
火焰效果
glsl
float fire(vec2 uv, float time) {
// Upward motion
uv.y -= time * 2.0;
// Turbulent distortion
float turb = turbulence(uv * 4.0, 4);
// Fade out at top
float fade = 1.0 - uv.y;
return turb * fade;
}glsl
float fire(vec2 uv, float time) {
// 向上运动
uv.y -= time * 2.0;
// 湍流扭曲
float turb = turbulence(uv * 4.0, 4);
// 顶部淡出
float fade = 1.0 - uv.y;
return turb * fade;
}Water Caustics
水体焦散
glsl
float caustics(vec2 uv, float time) {
vec2 w = worley2(uv * 8.0 + time * 0.5);
return pow(1.0 - w.x, 3.0);
}glsl
float caustics(vec2 uv, float time) {
vec2 w = worley2(uv * 8.0 + time * 0.5);
return pow(1.0 - w.x, 3.0);
}Marble/Stone
大理石/石材纹理
glsl
float marble(vec2 uv) {
float n = fbm(uv * 2.0, 4);
float veins = sin(uv.x * 10.0 + n * 10.0);
return veins * 0.5 + 0.5;
}glsl
float marble(vec2 uv) {
float n = fbm(uv * 2.0, 4);
float veins = sin(uv.x * 10.0 + n * 10.0);
return veins * 0.5 + 0.5;
}Performance Tips
性能优化技巧
| Technique | Impact |
|---|---|
| Fewer octaves in FBM | Major speedup |
| 2D vs 3D noise | 2D ~2x faster |
| Bake to texture | Massive speedup for static |
| Lower frequency = fewer samples | Faster |
| 技巧 | 影响 |
|---|---|
| 减少FBM的八度数量 | 大幅提升速度 |
| 2D vs 3D噪声 | 2D噪声约快2倍 |
| 烘焙为纹理 | 静态场景下速度提升显著 |
| 降低频率=减少采样 | 速度更快 |
File Structure
文件结构
shader-noise/
├── SKILL.md
├── references/
│ ├── noise-comparison.md # Visual comparison of types
│ └── optimization.md # Performance techniques
└── scripts/
├── noise/
│ ├── simplex2d.glsl # Copy-paste simplex 2D
│ ├── simplex3d.glsl # Copy-paste simplex 3D
│ ├── worley.glsl # Copy-paste Worley
│ └── fbm.glsl # FBM variants
└── examples/
├── terrain.glsl # Terrain generation
├── clouds.glsl # Cloud shader
└── fire.glsl # Fire effectshader-noise/
├── SKILL.md
├── references/
│ ├── noise-comparison.md # 噪声类型可视化对比
│ └── optimization.md # 性能优化技巧
└── scripts/
├── noise/
│ ├── simplex2d.glsl # 可直接复制的2D Simplex噪声
│ ├── simplex3d.glsl # 可直接复制的3D Simplex噪声
│ ├── worley.glsl # 可直接复制的Worley噪声
│ └── fbm.glsl # FBM变体
└── examples/
├── terrain.glsl # 地形生成示例
├── clouds.glsl # 云层着色器示例
└── fire.glsl # 火焰效果示例Reference
参考资料
- — Visual comparison of noise types
references/noise-comparison.md - — Performance optimization techniques
references/optimization.md
- — 噪声类型可视化对比
references/noise-comparison.md - — 性能优化技巧
references/optimization.md