Anyone who worked with Blender is familiar with procedural textures in material nodes. I use them all the time to generate stuff like scratches on walls, certain types of metal plates, even wooden floors. This offer more control over an image, infinite patterns that don't repeat, and greatly reduce the size of a project since you don't need to store huge high-res textures.
So I wonder if with shaders or other means it's possible to create realtime textures in Godot and assign them to a material. I'm working on a generator for procedural voxel terrain and could use simple patterns for stone / sand / dirt / grass / etc, ideally with triplanar mapping which might make things a bit trickier. I want sharpness so in the past I tried using 4k textures: They're huge even with dds compression and even then you see them repeating... this alternative would be very helpful.
Is this something possible to do with Godot 4.0? If yes do you have any examples for common patterns, such as noise splats or voronoi bumps or wood bands / rings with distortion? I'd throw in a bonus question as it's likely something I'll want to use: Is it possible to influence the patterns to get different effects based on a value at the location of a vertice in GDScript, so for instance "noise_scale_at_corner *= dictionary_of_position_properties[this_vec3_position]" to get smaller noise on some surfaces?