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;
}
Fyi in 4.2 “hint_color” has been replaced by “source_color”
Ty for sharing this shader <3