shader_type canvas_item; render_mode blend_mix; uniform float amount = 20.0; void fragment() { vec2 uv = UV * 0.05; float a = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 438.5453); vec4 col = texture(TEXTURE, UV); col.a *= pow(a, amount); COLOR = col; }