Quick answer: Godot NoiseTexture2D producing visible seams when used as a tiling texture in a shader? Enable the texture’s seamless property — it bakes a tile-friendly border.
Background using a noise texture shows obvious repeating seams every time it tiles across the screen.
Seamless Property
NoiseTexture2D has a seamless bool. When true, the bake wraps edge values so left = right and top = bottom — tiles produce no seam.
Blend Skirt
seamless_blend_skirt tunes the blend region width. Wider = smoother seam but more averaging; narrower = sharper but visible at certain frequencies. Default usually fine.
Source Noise Type
Perlin / Simplex tile naturally with proper period. Cellular and value noise need the seamless blend to avoid edges. Pick noise type with tiling in mind.
Use FastNoiseLite Directly
For runtime-generated noise, FastNoiseLite resource with seamless = true gives you noise per pixel at any size. Re-bake on parameter change.
Verifying
The noise tiles invisibly across large surfaces. Zooming in finds no repeating seam.
“Set seamless on the NoiseTexture2D. The bake produces tile-friendly output.”
Pre-bake noise textures at the highest resolution you’ll need — runtime regeneration on parameter change is cheap once, expensive every frame.