shader_type spatial; render_mode blend_mix,cull_back,diffuse_burley,specular_schlick_ggx,depth_draw_opaque; const vec3 color = vec3(0.000000000, 0.415686011, 1.000000000); varying float elapsed_time; float gradient_fct(float x, float y) { if ((y > 0.1) && (y < 0.9)) { if (x < 0.4) { return 0.0; } } return 0.5; } void vertex() { elapsed_time = TIME; } void fragment() { vec2 uv = UV; // float alpha = gradient_fct(fract(uv.x*30.0), uv.y); float alpha = gradient_fct(fract(uv.x*10.0 - elapsed_time*1.5), uv.y); ALBEDO = color; ALPHA = alpha; }