shader_type canvas_item; // Credit for the original shader goes to Gonkee: https://github.com/Gonkee/Gonkees-Shaders/blob/master/fog.shader // Pixelate by Godot Shaders: https://godotshaders.com/shader/pixelate/ uniform vec4 color : source_color; uniform int OCTAVES = 4; uniform bool enable_pixelation = true; uniform int pixelation_amount = 150; uniform sampler2D fog_mask; // Texture mask for fog control uniform vec2 fog_direction = vec2(1.0, 1.0); // Use -1 and 1 values to change direction. Increase the speed in that direction with values higher/lower than 1 uniform bool scroll_noise_tex = false; uniform vec2 noise_scroll_direction = vec2(1.0, 0.0); // Direction to scroll the noise texture float rand(vec2 coord){ return fract(sin(dot(coord, vec2(56, 78)) * 1000.0) * 1000.0); } float noise(vec2 coord){ vec2 i = floor(coord); vec2 f = fract(coord); float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 cubic = f * f * (3.0 - 2.0 * f); return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(vec2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < OCTAVES; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } void fragment() { vec2 grid_uv = UV; if (enable_pixelation) { grid_uv = round(UV * float(pixelation_amount)) / float(pixelation_amount); } // Compute noise based on pixelated or non-pixelated coordinates vec2 coord = grid_uv * 20.0; // Scroll the noise texture if enabled if (scroll_noise_tex) { coord += noise_scroll_direction * TIME; } vec2 motion = vec2(fbm(coord + fog_direction * TIME)); float final = fbm(coord + motion); // Get the fog density from the texture mask float mask_value = texture(fog_mask, UV).r; // Assuming the mask is grayscale // Modulate the fog density by the mask value final *= mask_value; // Use the alpha value of the color to control the overall fog opacity COLOR = vec4(color.rgb, final * color.a * 0.8); }