Terrazzo with random coloured chips
In your harnessGodot shaderMIT
Terrazzo surface: irregular stone chips of several colours and sizes set in a speckled cement matrix, from jittered Voronoi cells with noisy edges, with a polished finish.

What it takes and gives
- Shader type
- spatial
- Parameters
- matrix_color (vec4 = 0.88, 0.86, 0.82, 1), chip_a (vec4 = 0.85, 0.45, 0.35, 1), chip_b (vec4 = 0.25, 0.42, 0.55, 1), chip_c (vec4 = 0.9, 0.78, 0.45, 1), chip_d (vec4 = 0.28, 0.28, 0.3, 1), chip_scale (float = 12), chip_density (float = 0.65), chip_size (float = 0.38) and 3 more
- Use it on
- A horizontal surface; the pattern uses world X and Z.
- Result
- A pale polished floor scattered with irregular terracotta, blue, ochre and grey chips.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/terrazzo_floor/
Limits. Chips are limited to neighbouring cells, so a chip larger than about one cell is clipped. Projected from above in world space, so walls show stretched chips. Flat: no relief between chips and matrix.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 83.2 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
- Size-weighted jittered Voronoi chips, Noise-perturbed chip edges, Hashed palette selection, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, spatial, terrazzo, procedural, voronoi, floor, interior
- Identity
library.supply.creative_originals.c25ed57583d2c5582a54b354.65166ebc9ab8ed74- Version
65166ebc9ab8ed7415ccba85634bae6c951a965dc4a9b5af611c985ddfb8cc7e
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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