Procedural Grain Wood Shader

Procedural Grain Wood Shader

Shader code
/*
	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 : hint_color = vec4( 0.9529411764705882, 0.8588235294117647, 0.7490196078431373, 1.0 );
uniform vec4 dark_color : hint_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;
}
Tags
Grain, Procedural
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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