
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymarble_veins.gdshadermaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Parameters
- body_color (vec4 = 0.92, 0.91, 0.88, 1), cloud_color (vec4 = 0.82, 0.8, 0.78, 1), vein_color (vec4 = 0.25, 0.27, 0.3, 1), scale (float = 1.6), vein_frequency (float = 3.5), turbulence (float = 4.5), vein_sharpness (float = 14), fine_veins (float = 0.4) and 1 more
- Result
- White polished stone with dark grey wandering veins and soft cloudy areas.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/marble_veins/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Solid texture in object space: objects that should continue one slab need the same transform. Veins have no depth or translucency. Ten noise octaves per pixel plus fBm make it moderately expensive.