shader_type spatial; render_mode cull_disabled, unshaded; uniform vec2 steps = vec2(10.0,10.0); uniform vec2 size= vec2(0.002, 0.002); uniform vec2 offset = vec2(0.001, 0.001); void vertex() { // Called for every vertex the material is visible on. } void fragment() { ALBEDO = vec3(0.5, 0.5, 0.5); vec2 parts = 1.0 / steps; float y_mod = mod(UV.y + offset.y, parts.y); float x_mod = mod(UV.x + offset.x, parts.x); if (x_mod < size.x / 2.0 || x_mod > parts.x - size.x / 2.0 || y_mod < size.y || y_mod > parts.y - size.y / 2.0) { ALPHA = 0.7; } else { ALPHA = 0.3; } } //void light() { // Called for every pixel for every light affecting the material. // Uncomment to replace the default light processing function with this one. //}