shader_type canvas_item; // Uniforms uniform sampler2D screen_texture : hint_screen_texture; uniform float grain_amount : hint_range(0.0, 1.0) = 0.05; // Adjust the amount of grain uniform float grain_size : hint_range(0.1, 10.0) = 1.0; // Adjust the size of the grain void fragment() { // Sample the original screen texture vec4 original_color = texture(screen_texture, SCREEN_UV); // Generate random noise float noise = (fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0; // Add noise to the original color original_color.rgb += noise * grain_amount * grain_size; // Clamp the final color to make sure it stays in the valid range COLOR = clamp(original_color, 0.0, 1.0); }