speedin-santa/Shaders/deliveryMarker.gdshader

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