shader_type spatial; #include "res://shaders/noise.gdshaderinc" render_mode depth_prepass_alpha, depth_test_disabled; void vertex() { VERTEX *= 0.999; } void fragment() { float scale = 50.0; float speed = 1000.0; float f = random2(round(UV * scale)/scale + round(TIME*speed)/speed); if (f > 0.1) { discard; } ALBEDO = vec3(0.0); }