I’ve seen in Blender’s shader editor that their noise texture has a color output and that it generates a perlin noise like texture with colors instead of being just black and white. My question is that is it at all possible to have something similar in Unity? I want to preface that I don’t just want to map a gradient to the noise.
Then generate separate noise for each (RGBA) channel with different offsets.
However take into account it’s not free operation, so unless it’s important it’s probably better to use texture instead of procedural noise.