What aspect would you like feedback on?
Should it look more “right”?
Do you want more elements to give it fidelity or make it believable ?
(You already have that occasional brighter streak)
Do you want a more versatile noise?
Something more optimized?
Or just fun ideas?
Because what you have is an adequate noise to go on a TV. I don’t think there’d be any problems with it as it is.
For believability or “character” you can add some fresnel-like and/or vignette-like effects. That’s not what they’re called but it’s what they kinda look like. So vague darkening close to the edges or at strong viewing angles.
You can also look at the noise quality itself. Right now you might see some tiny rings form, it doesn’t look super uniform and the panning might show when looking at it for a bit. I can’t tell from the video.
These are problems with panning a texture that define the UV input for another texture lookup.
Ringing is from the gradient between a black and a white pixels giving interpolated values.
The lack of uniformity is like the ringing but just a different symptom and the panning is… well… Because you’re panning and human eyes are super good at picking that up.
An alternative approach to noise, all together, can be found in the Book of Shaders, here https://thebookofshaders.com/11/
Making the UV coordinates for a texture sample so noisy (By, as you do, adding noise to it) also leads to “cache misses”, which isn’t a huge deal, but it is a bit less performant.
So yea, you can learn a different approach to noise and try that out if you want. That’s an option…