phaser-jsx
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    Variable NoiseCell4DConst

    NoiseCell4D: FC<
        ObjectProps<NoiseCell4D> & RecursivePartial<NoiseCell4D> & {
            shader: string;
        },
    > = ...

    A NoiseCell4D Game Object.

    This game object is a quad which displays cellular noise. You can manipulate this object like any other, make it interactive, and use it in filters and masks to create visually stunning effects.

    Behind the scenes, a NoiseCell4D is a Phaser.GameObjects.Shader using a specific shader program.

    Cellular noise, also called Worley Noise or Voronoi Noise, consists of a pattern of cells. This is good for modeling natural phenomena like waves, clouds, or scales.

    You can set the color and transparency, cell count, variation, and seed value of the noise. You can change the detail level by increasing noiseIterations. You can change the noise mode to output sharp edges, soft edges, or flat colors for the cells.

    You can scroll the noise by animating the noiseOffset property.

    You can set noiseNormalMap to output a normal map. This is a quick way to add texture for lighting.

    The 4D version of NoiseCell has two extra dimensions: Z and W. The shader only renders the XY slice through the noise field. Because the centers of cells typically lie elsewhere in the hypervolume, cells appear with variation in brightness. You can scroll on the Z axis to shift the slice, smoothly changing the cell pattern. In 4D, you can instead move the ZW offset in a circle, creating a constantly changing pattern which repeats without reversing or resetting. This ZW circling technique is advised for long-term effects, because it avoids large offsets which can cause floating-point precision issues.