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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);
}
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