sombreadar de ruido de tablero
hace como si fuera un tablero de billar
Shader code
shader_type canvas_item;
uniform vec4 base_color : source_color = vec4(0.004, 0.902, 0.522, 1.0);
uniform float brightness : hint_range(0.5, 2.0) = 1.25;
uniform float noise_scale : hint_range(0.5, 100.0) = 35.5;
uniform float noise_strength : hint_range(0.0, 1.0) = 0.045;
uniform vec2 movement = vec2(0.01, 0.015);
float random(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float smooth_noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a) * u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 4; i++) {
value += amplitude * smooth_noise(p);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void fragment() {
vec2 uv = UV * noise_scale;
uv += TIME * movement;
float n = fbm(uv);
// Centrar y suavizar
n = mix(0.7, n, noise_strength);
vec3 color = base_color.rgb * n * brightness;
COLOR = vec4(color, base_color.a);
}



