Procedural marble with turbulent veins
In your harnessGodot shaderMIT
Polished marble in object space: veins from a sine of position bent by fractal turbulence, a second finer vein network, cloudy body variation and glossy finish, for floors, statues and counters without textures.

What it takes and gives
- 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/
Limits. 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.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 78.0 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Turbulence marble (sine of position plus absolute-noise turbulence, Perlin 1985), Two vein networks, Value noise with quintic interpolation and fractional Brownian motion
- Tags
- godot shader, spatial, marble, procedural, turbulence, stone, solid texture
- Identity
library.supply.creative_originals.1a3fd9f612f3ce374db57fd0.36b92fa3678b870b- Version
36b92fa3678b870b2271373fe62c75f20e35a7c8d83a9d3f5c4ebe8d60513bdf
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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