shader_type spatial; render_mode unshaded, depth_draw_opaque, cull_back; uniform sampler2D albedo_tex : source_color, filter_nearest, repeat_enable, hint_default_white; uniform sampler2D noise_tex : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 acid_color : source_color = vec4(0.2, 0.85, 0.1, 1.0); uniform float distortion_strength = 0.04; uniform float emission_energy = 0.4; // How fast the goo undulates — lower = lazier/thicker uniform float speed = 0.4; void fragment() { vec2 uv = UV; float t = TIME * speed; // Two noise layers scrolling in opposite diagonal directions. // They fight each other so there's no net flow, just churning. vec2 noise_uv_a = uv * 0.5 + vec2( t * 0.6, t * 0.4); vec2 noise_uv_b = uv * 0.5 + vec2(-t * 0.5, -t * 0.7); float noise_a = texture(noise_tex, noise_uv_a).r; float noise_b = texture(noise_tex, noise_uv_b).r; vec2 distortion = vec2(noise_a - 0.5, noise_b - 0.5) * distortion_strength; vec4 tex_color = texture(albedo_tex, uv + distortion); vec3 final_color = tex_color.rgb * acid_color.rgb; // Slow breathing glow from a third noise layer float breathe = texture(noise_tex, uv * 0.3 + vec2(t * 0.3, t * 0.2)).r; final_color += final_color * emission_energy * (0.6 + 0.4 * breathe); ALBEDO = final_color; }