[gd_resource type="ShaderMaterial" load_steps=2 format=2] [sub_resource type="Shader" id=1] resource_local_to_scene = true code = "shader_type spatial; varying vec3 world_pos; uniform vec4 base_color : hint_color; uniform vec4 cloud_color : hint_color; //Van https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl float mod289f(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 mod289v4(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 perm(vec4 x){return mod289v4(((x * 34.0) + 1.0) * x);} float noise1(vec3 p){ vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float fbm1(vec3 x, float t) { float v = 0.0; float a = 0.5; vec3 shift = t*vec3(0.1); for (int i = 0; i < 5; ++i) { v += a * noise1(x*3.0); x = x * 2.0 + shift; a *= 0.5; } return v; } void vertex() { world_pos = VERTEX; } void fragment() { ALBEDO = mix(base_color.rgb, cloud_color.rgb, cloud_color.rgb*fbm1(world_pos, TIME)); ALBEDO = base_color.rgb + cloud_color.rgb*fbm1(world_pos, TIME); } " [resource] shader = SubResource( 1 ) shader_param/base_color = Color( 0.0745098, 0.215686, 0.419608, 1 ) shader_param/cloud_color = Color( 0.580392, 0.580392, 0.580392, 1 )