/* 木目シェーダー by あるる(きのもと 結衣) Grain Shader by Yui Kinomoto @arlez80 MIT License */ shader_type spatial; // render_mode; uniform vec4 light_color : source_color = vec4( 0.9529411764705882, 0.8588235294117647, 0.7490196078431373, 1.0 ); uniform vec4 dark_color : source_color = vec4( 0.7490196078431373, 0.6196078431372549, 0.49019607843137253, 1.0 ); uniform float ring_scale = 4.4; uniform float wave_scale = 8.454; uniform float random_scale = 4.6; uniform float noise_scale = 0.03; vec2 random( vec2 pos ) { return fract( sin( vec2( dot(pos, vec2(12.9898,78.233)) , dot(pos, vec2(-148.998,-65.233)) ) ) * 43758.5453 ); } float value_noise( vec2 pos ) { vec2 p = floor( pos ); vec2 f = fract( pos ); float v00 = random( p + vec2( 0.0, 0.0 ) ).x; float v10 = random( p + vec2( 1.0, 0.0 ) ).x; float v01 = random( p + vec2( 0.0, 1.0 ) ).x; float v11 = random( p + vec2( 1.0, 1.0 ) ).x; vec2 u = f * f * ( 3.0 - 2.0 * f ); return mix( mix( v00, v10, u.x ), mix( v01, v11, u.x ), u.y ); } void fragment( ) { vec2 shift_uv = UV; shift_uv.x += value_noise( UV * random_scale ); float x = shift_uv.x + sin( shift_uv.y * wave_scale ); float f = mod( x * ring_scale + random( UV ).x * noise_scale, 1.0 ); ALBEDO = mix( light_color, dark_color, f ).rgb; ALPHA = mix( light_color, dark_color, f ).a; }