Smoke or fog

It’s a simple smoke or fog shader you can apply on ColorRect.

Based on this shader: https://www.shadertoy.com/view/ldBSDd

Shader code
shader_type canvas_item;

// License: CC0
// Author: Ultipuk, https://ultipuk.xyz
// Link: https://godotshaders.com/shader/smoke-or-fog

// Based on "Wind of change" shader by FatumR
// Link: https://www.shadertoy.com/view/ldBSDd

uniform int octaves: hint_range(0, 16) = 8;

uniform sampler2D color_gradient: hint_default_white;

uniform float speed_1: hint_range(0.0, 4.0) = 0.4;
uniform float speed_2: hint_range(0.0, 4.0) = 0.15;

uniform float smoke_persistance: hint_range(0.0, 8.0) = 2.5;
uniform float smoke_amplitude: hint_range(0.0, 4.0) = 0.55;
uniform float smoke_starting_offset: hint_range(0.0, 2.0) = 0.02;

float rand(vec2 co) {
	return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

float rand2(vec2 co) {
	return fract(cos(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

// Rough Value noise implementation
float value_noise_simple(vec2 vl) {
	float min_step = 1.0;
	
	vec2 grid = floor(vl);
	vec2 grid_pnt_1 = grid;
	vec2 grid_pnt_2 = vec2(grid.x, grid.y + min_step);
	vec2 grid_pnt_3 = vec2(grid.x + min_step, grid.y);
	vec2 grid_pnt_4 = vec2(grid_pnt_3.x, grid_pnt_2.y);
	
	float s = rand2(grid);
	float t = rand2(grid_pnt_3);
	float u = rand2(grid_pnt_2);
	float v = rand2(grid_pnt_4);
	
	float x1 = smoothstep(0., 1., fract(vl.x));
	float interp_x1 = mix(s, t, x1);
	float interp_x2 = mix(u, v, x1);
	
	float y = smoothstep(0., 1., fract(vl.y));
	float interp_y = mix(interp_x1, interp_x2, y);
	
	return interp_y;
}

float fractal_noise(vec2 vl) {
	float persistance = smoke_persistance;
	float amplitude = smoke_amplitude;
	float result = smoke_starting_offset;
	vec2 p = vl;
	
	for (int i = 0; i < octaves; i++) {
		result += amplitude * value_noise_simple(p);
		amplitude /= persistance;
		p *= persistance;
	}
	
	return result;
}

float complex_fbm(vec2 p) {
	float slow = TIME * speed_1;
	float fast = TIME * speed_2;
	vec2 offset_1 = vec2(slow, 0.0); // Main front
	vec2 offset_2 = vec2(sin(fast) * 0.1, 0.0); // Sub fronts
	
	return fractal_noise(
		p + offset_1 + fractal_noise(
			p + fractal_noise(
				p + 2.0 * fractal_noise(
					p - offset_2
				)
			)
		)
	);
}

void fragment() {
	float fbm = complex_fbm(UV);
	COLOR = texture(color_gradient, vec2(fbm));
}
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Tags
Fog, Smoke
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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