I'm probably asking this question wrong. I'm using Turbulence Library to generate noise as shaders. What I want to do is take the noise generated by these shaders and apply them to Texture2Ds that I'm procedurally generating.
What I want to do is take the value of each pixel from the noise, then while procedurally generating a texture, use to determine how much I put another color "on top of" another color in a procedurally generated mesh. I would post an example picture, but I can't do that since I can only post one link with my reputation.
I strongly suspect that I will just have to write my own shader from scratch, but is there no way to just take noise from a shader and apply it to a Texture2D so I can continue to use the Standard shader?