group_uniforms uv_handrawn; uniform float uv_handrawn_amount: hint_range(0.0, 40.0) = 10.; uniform float uv_handrawn_speed: hint_range(0.0, 30.0) = 5.; group_uniforms; vec2 uv_handrawn(vec2 uv) { vec2 handrawnUV = uv; float handrawn_speed = floor(TIME * 20. * uv_handrawn_speed); handrawnUV.x = sin((handrawnUV.x * uv_handrawn_amount + handrawn_speed / 2.) * 4.); handrawnUV.y = sin((handrawnUV.y * uv_handrawn_amount + handrawn_speed / 2.) * 4.); uv = mix(uv, uv + handrawnUV, 0.0005 * uv_handrawn_amount); return uv; }