Shader "Custom/NoiseShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _NoiseScale ("Noise Scale", Range(1, 100)) = 10 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows sampler2D _MainTex; half _NoiseScale; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { // Base color from the main texture half4 c = tex2D(_MainTex, IN.uv_MainTex); // Generate noise float noise = frac(sin(dot(IN.uv_MainTex * _NoiseScale, float2(12.9898, 78.233))) * 43758.5453); // Apply noise to the color c.rgb += noise * 0.1; // Adjust noise intensity here o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }