17 lines
420 B
Plaintext
17 lines
420 B
Plaintext
shader_type spatial;
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uniform vec3 color = vec3(0, 0.9, 0);
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uniform float timeScale = 1;
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uniform float noiseScale = 1;
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uniform sampler2D noise;
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void fragment() {
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ALBEDO = color;
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EMISSION = color;
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if (UV.y < 0.5){
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ALPHA = clamp(texture(noise, vec2(UV.x * noiseScale, TIME * timeScale)).x - (1.0 - UV.y), 0, 1) + UV.y - 0.3;
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}else{
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ALPHA = (1.0 - texture(noise, UV * noiseScale + TIME * timeScale).x) / 2.0;
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}
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}
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