# Koch Fractal node Generates an koch curve similar to ice fractal shape based on input UV at the size specified by inputs width and height. The generated shape can be offset or tiled by connecting a [TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md) node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating effect first connect your TilingAndOffset output through a Fract node.
**Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |thickness|float|none|Shape outline thickness| |iterations|int|none|Number of steps to repeat the fractal shape| |width|float|none|Fractal width| |height|float|none|Fractal height| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |out|float|None|Output fractal value| |uv|vec2|None|Output UV value| **ShaderInc location**
`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc` **Method signature**
`float koch_fractal(vec2 uv, float outline, int iteration, float shape_width, float shape_height, out vec2 koch_uv)` **Parameters** |Name|Type|Description| |---|---|---| |uv|vec2|Input UV value| |outline|float|Shape outline thickness| |iterations|int|Number of steps to repeat the fractal shape| |shape_width|float|Fractal width| |shape_height|float|Fractal height| |koch_uv|out vec2|Returns Koch fractal UV| ___