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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.

Render of Procedural marble with turbulent veins
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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