Can I ask a really stupid question about the semantics of 'procedural texture generation'?
Consider the shield shader here:
http://www.unifycommunity.com/wiki/index.php?title=Shield
Can you consider this to be an example of 'procedural texture generation'? I mean, the only thing that is really procedural is the animating of the texture itself, as well as the shader code that generates the visual effects (e.g., emission). But you have to supply a texture for it to work. There are no noise or turbulence functions.
Just curious more than anything. Thanks!