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- shader_type spatial;
- render_mode unshaded;
- render_mode blend_add;
- uniform vec4 color: hint_color;
- uniform float scale;
- void fragment()
- {
- float screen_y = mod(SCREEN_UV.y + TIME/30.0, 1.0);
- if (mod(screen_y, 1.0/100.0) <= 0.005){
- discard;
- }
- ALBEDO=color.xyz;
- if (cos(UV.x*scale/6.)>=0.9||cos(UV.y*scale/9.)>=0.9){
- ALBEDO=vec3(1,1,1);
- }
- }
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