shader_type canvas_item; uniform vec2 tiling_scale = vec2(5.0, 5.0); uniform sampler2D noise : repeat_enable; void fragment() { vec2 uv = vec2(UV.x * tiling_scale.x, UV.y * tiling_scale.y); // Change 10.0 to control tiling scale COLOR = texture(TEXTURE, fract(uv)); }