shader_type spatial; render_mode unshaded; uniform vec4 color_low: source_color = vec4(0.0, 0.0, 0.0, 1.0); uniform vec4 color_hi: source_color = vec4(1.0, 1.0, 1.0, 1.0); uniform float threshold: hint_range(0.0, 1.0) = 0.5; uniform float speed = 0.5; uniform float y_scale = 1.0; uniform sampler3D noise: repeat_enable; void fragment() { vec4 noise_color = texture(noise, vec3(UV.x, UV.y * y_scale, TIME * speed)).rgba; vec4 color = noise_color.r > threshold ? color_hi : color_low; ALBEDO.rgb = color.rgb; ALPHA = color.a; }