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shader_type canvas_item;
render_mode blend_mix;
uniform float noiseSize : hint_range(0, 50) = 15.0;
uniform float speed : hint_range(-10.0, 10.0);
uniform float albedo : hint_range(0.0, 1.0) = 0.7;
float rand(vec2 coord) {
return fract(sin(dot(coord, vec2(35, 62)) * 1000.0) * 1000.0);
}