Shard Noise

Use for clouds, fog, metal, smoke, mist, crystal, etc.

Adapted ENDESGA’s shard noise shader for use in Godot 4 GLES3 and added parameters for easier customization and configuration.

No textures needed.

Parameters:

  • colorMode: 0 (grayscale), 1 (subtract noise from color), 2 (add noise to color)
  • color: color used to modify noise
  • timescale: factor applied to TIME, affecting speed
  • hScrollSpeedFactor: factor applied to horizontal scroll speed; setting to 0 makes noise appear to move vertically
  • vScrollSpeedFactor: factor applied to vertical scroll speed; setting to 0 makes noise appear to move horizontally
  • entropyFactor: larger magnitude will make animation appear more chaotic
  • sharpness: larger magnitude makes edges more pronounced

 

Screenshot description:

  • Top left: Default settings (timeScale = 0.2, Sharpness = 10, entropyFactor = 1)
  • Mid left: Sharpness = 25
  • Bottom left: Sharpness = 100
  • Top center: Default settings, color mode 1 with color 0x7f00ff
  • Mid center: vScrollSpeedFactor = 0
  • Bottom center: hScrollSpeedFactor = 0
  • Top right: Default settings, color mode 2 with color 0x7f00ff
  • Mid right: timeScale = 0.4
  • Bottom right: entropyFactor = 10
Shader code
// Original by @ENDESGA at https://www.shadertoy.com/view/dlKyWw
// splat-field forked from https://www.shadertoy.com/view/clGyWm

shader_type canvas_item;

uniform uint colorMode = 0; 

uniform vec4 color : source_color;
uniform float timescale = 0.2; 
uniform float hScrollSpeedFactor = 1.; 
uniform float vScrollSpeedFactor = 1.;
uniform float entropyFactor = 1.; 
uniform float sharpness = 10.; 

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

vec3 hash(vec3 p)
{
    p = vec3(dot(p, vec3(127.1, 311.7, 74.7)), dot(p, vec3(269.5,183.3,246.1)), dot(p, vec3(113.5, 271.9, 124.6)));
    p = fract(sin(p) * 43758.5453123);
    return p;
}

float shard_noise(in vec3 p, in float _sharpness) {
    vec3 ip = floor(p);
    vec3 fp = fract(p);

    float v = 0., t = 0.;
    for (int z = -1; z <= 1; z++) {
        for (int y = -1; y <= 1; y++) {
            for (int x = -1; x <= 1; x++) {
                vec3 o = vec3(float(x), float(y), float(z));
                vec3 io = ip + o;
                vec3 h = hash(io);
                vec3 r = fp - (o + h);

                float w = exp2(-TAU*dot(r, r));
                // tanh deconstruction and optimization by @Xor
                float s = _sharpness * dot(r, hash(io + vec3(11, 31, 47)) - 0.5);
                v += w * s*inversesqrt(1.0+s*s);
                t += w;
            }
        }
    }
    return ((v / t) * .5) + .5;
}

vec4 mainImage( in vec2 _uv )
{
    vec3 uv = vec3(_uv.x + TIME*timescale*hScrollSpeedFactor, _uv.y + TIME*timescale*vScrollSpeedFactor, TIME*timescale * .5 * entropyFactor);

    vec4 C = vec4(vec3(
            (shard_noise(128.0*uv,sharpness) * .03125) +
            (shard_noise(32.0*uv,sharpness) * .0625) +
            (shard_noise(16.0*uv,sharpness) * .125) +
            (shard_noise(8.0*uv,sharpness) * .25) +
            (shard_noise(4.0*uv,sharpness) * .5)
        ),1.);
    
    return C;
}

void fragment() 
{
    vec4 noise = mainImage(UV);
    
    switch (colorMode)
    {
        case 0:
            // Greyscale noise
            COLOR = noise;
            break;
        case 1:
            // Subtract noise from color
            COLOR = vec4(color.r - noise.r, color.g - noise.g, color.b - noise.b, noise.a);
            break;
        case 2:
            // Add noise to clolor
            COLOR = vec4(color.r + noise.r, color.g + noise.g, color.b + noise.b, noise.a);
            break;
        default:
            COLOR = noise;
            break;
    }
}
Tags
clouds, Color, crystal, Fog, hash, Metal, mist, no texture, noise, noisy, random, rng, shard, textureless
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. 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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antioxidant
10 months ago

Is there a way to export the noise itself into a NoiseTexture2D? I’d like to use a very specific output as the noise parameter in another distortion shader but I can’t seem to save it in an appropriate format