@tool class_name VisualShaderNodeProceduralGradientNoise extends VisualShaderNodeCustom func _init() -> void: set_input_port_default_value(1, 10.0) output_port_for_preview = 0 func _get_name() -> String: return "GradientNoise" func _get_category() -> String: return "Procedural/Noise" func _get_description() -> String: return "Generates a gradient, or Perlin noise based on input UV." func _get_return_icon_type() -> VisualShaderNode.PortType: return PORT_TYPE_SCALAR func _get_input_port_count() -> int: return 2 func _get_input_port_name(port: int) -> String: match port: 0: return "uv" 1: return "scale" return "" func _get_input_port_type(port: int) -> VisualShaderNode.PortType: match port: 0: return PORT_TYPE_VECTOR_2D 1: return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "output" func _get_output_port_type(port: int) -> VisualShaderNode.PortType: return PORT_TYPE_SCALAR func _get_global_code(mode: Shader.Mode) -> String: var code: String = preload("GradientNoise.gdshaderinc").code return code func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var uv: String = "UV" if input_vars[0]: uv = input_vars[0] var scale: String = input_vars[1] return output_vars[0] + " = gradient_noise(%s, %s);" % [uv, scale]