14 lines
482 B
Plaintext
14 lines
482 B
Plaintext
shader_type spatial;
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uniform sampler2D noise;
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uniform float noiseScale = 1;
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uniform float snowLevel = 0.9;
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uniform float speedScale = 1;
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void fragment() {
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float val = texture(noise, vec2(UV.x * noiseScale + -TIME * speedScale, UV.y * noiseScale + TIME * speedScale)).x;
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float val2 = texture(noise, vec2(UV.x * noiseScale + TIME * -speedScale / 2.0, UV.y * noiseScale + TIME * speedScale)).x;
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EMISSION = vec3(0.5, 0.5, 0.5);
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if (val < snowLevel && val2 < snowLevel) discard;
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}
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