shader simple_material( color Diffuse_Color = color(0.6, 0.8, 0.6), float Noise_Factor = 0.5, output closure color BSDF = diffuse(N)) { color material_color = Diffuse_Color * mix(1.0, noise(P * 10.0), Noise_Factor); BSDF = material_color * diffuse(N); }