shader_type spatial; uniform sampler2D noise : source_color; uniform vec3 ccloud : source_color; uniform vec3 csky : source_color; void fragment() { vec2 uv = UV * 0.9; uv += TIME * vec2(0.001,0.002); float f = texture(noise, uv).x; f = 1. - f; f = pow(f, 1.5); f = floor(f*5.)/5.; f = pow(f, 2.); ALBEDO = mix(csky, ccloud, f); }