Screenshot of the Godot Engine editor split into two panels. On the left, a 2D viewport displays the shader output: sweeping diagonal bands that curve from the top-left corner outward, colored in rich burnt orange and deep violet/purple, with a grainy noise texture overlaid. On the right, the Shader Editor shows 29 lines of GLSL-style code. The shader defines a custom noise() function using fract, sin, cos, and dot operations to generate pseudo-random values, then samples it at two different UV scales (0.005 and 4.78), multiplies them together, and uses the result to mix between an orange (vec3(0.8, 0.4, 0.2)) and a dark blue-purple (vec3(0.0, 0.0, 0.6)), creating the layered banded pattern visible in the viewport.
🧪 trying to create an interesting noise
#godot #godotShaders #gamedev #shaders