@ farjadfarabi_czs I’m curious how much success “somewhat” is. :D If you have the proper boundary and simply need to fill in the interior colors, the rest will probably be fairly straightforward.
Crystallize might even be using Worley. I think Drilian’s version does use random colors, yes. Apart from the rough geometry of the noise algorithm you can impart quite a lot of variety to it. For reference, my ported code for it is included among the code I used during the Corona Geek shader shows, recent snapshot here. (Some bugfixes pending, just a bit lazy about updating. :))
The color is a pain if you need to hoist it out from the GPU, e.g. with display.colorSample(), but easy enough on the shader. The blur version might be a bit more work (because you’d have to fight interpolation if you want to sample in the fragment shader; not an issue if your GPU allows it on the vertex side), but if you can pass the triangle’s centroid (or some other preferred center) in through the userdata you’ve got a lot of what you need.
@ SonicX278 If you’ve not already got a technique in mind, one idea might be to build on what I’ve just mentioned and render those colored triangles into a canvas, then re-create the image / sprite using that instead. (And allow this to be saved, so this could be done during development and transparent to the end user.)