kuligs2 That's not quite it. Quake lava is just some trigonometric uv warping:
shader_type spatial;
uniform sampler2D noise;
uniform float amplitude = 0.025;
uniform float frequency = 10.0;
uniform float speed = 1.0;
void fragment() {
vec2 uv = UV;
uv.y += sin(uv.x * frequency + TIME * speed) * amplitude;
uv.x += cos(uv.y * frequency + TIME * speed) * amplitude;
EMISSION = texture(noise, uv).rgb;
ALBEDO = vec3(0.0);
}
The texture is Godot's cellular noise.
