text: Note: This kind of UV full glue liquild tempered glass film can not be used alone, it works perfectly with UV lamp, please make sure you have the UV lamp or you can buy one.
  
  To make the waterfall behave the way you expect when rescaling and zooming you will have to add a bit of code to the Sprite and connect the item_rect_changed() signal. Create a new script for the Sprite and add the code below, don’t forget to connect the signal.
  (The zoom effect is not consistent for all viewport settings when going from editor to the game. Perhaps someone know a better way to fix this)
  If it’s not working now, it is most likely because the scale and zoom parameters are not getting data from the script. Try reloading the scene and then resizing the sprite.
  	// Get the two noise textures and make them move on the y axis. The gaps move twice as fast as the refraction, but you can tweak this by changing (speed * 0.5)
  	// See if the pixel is within the edges range and use the water colors alpha to blend between showing color or refraction texture.
  	// Set the shape for the top and bottom edges. Use water_mask as shape but with other values to flatten it out horizontally. 
  The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.
  Thanks for making this! Unfortunately, after about an hour of trying, I was unable to make anything like the demo video. It is not trivial to pick the simplex noise parameters and the other parameters to make the effect work. Consider posting a runnable example, or try creating a new project from scratch to test your instructions and see how easy it is to make it work, then update the instructions.
  Hi! Sorry for the unclear instructions. I’ve made some changes to the description. The sprite needs to have a base texture. You can drag any image to the Texture property of the Sprite. It doesn’t matter what it is since the shader will override it anyway. It also seems like the script won’t update even if the ‘tool’ keyword is added. Don’t know why that is. For me, it worked by closing and opening the scene to restart the script, and then rescale the Sprite a little bit to push the ‘scale’ value to the shader. Hope this will solve it for you! Thank you for pointing this out!