shader_type spatial; render_mode unshaded, cull_disabled; uniform vec2 grid_size; uniform vec3 color = vec3(0.); void fragment() { vec2 uv = fract(UV * grid_size); vec2 eps = 0.0015 * grid_size; vec2 inv_eps = 1.0 - eps; if(uv.x > eps.x && uv.x < inv_eps.x && uv.y > eps.y && uv.y < inv_eps.y) { discard; } ALBEDO = color; }